The Volcano Caves

Transcription

The Volcano Caves
Dungeon Crawl Classics #19
The Volcano Caves
By Luke Johnson
AN ADVENTURE FOR CHARACTER LEVELS 7-9
Credits
Table of Contents
Writer: Luke Johnson
Front Cover Artist: Jeff Dee
Back Cover Artist: William McAusland
Interior Artists: Stacy Drum, Jason Edwards, Doug
Kovacs, Lokarian, Cliff Kurowski, Brad McDevitt, Stefan
Poag, Chris Watkins
Cartographer: Jeremy Simmons
Graphic Designer: Jamie Wallis (jaytype.com)
Editor: Joseph Goodman
Proofreader: Liz Rich
Playtesters: Joe Beatty, Jonathan W. Burnside,
Christopher Chaparro, Brandon Crowley, Joshua Fox,
James Johnson, Rex Jolley, Kyle Mathis, and James
Sullivan
Introduction..................................................................2
Game Master's Section ...............................................2
Background Story........................................................4
Map Key ......................................................................5
Mount Rolnith Caves, Level 1 ..................................5
Mount Rolnith Caves, Level 2 ................................12
Mount Rolnith Caves, Level 3 ................................19
Appendix 1: New Monsters .......................................30
Appendix 2: New Magic Items...................................39
Appendix 3: Pregenerated Characters ......................40
Appendix 4: Player Handouts....................................42
Character Sheet ........................................................47
If you like this adventure, be sure to look for the rest of
the Dungeon Crawl Classics series at your local game
store.
Log on to www.goodman-games.com for freebies,
news, special offers, and more.
1
Introduction
Game Master’s Section
Remember the good old days, when adventures were
underground, NPCs were there to be killed, and the
finale of every dungeon was the dragon on the 20th
level? Those days are back. Dungeon Crawl Classics
don't waste your time with long-winded speeches, weird
campaign settings, or NPCs who aren't meant to be
killed. Each adventure is 100% good, solid dungeon
crawl, with the monsters you know, the traps you fear,
and the secret doors you know are there somewhere.
Encounter Table
To help the GM prepare, we have included a quick reference table showing all encounters at a glance. Loc –
the location number keyed to the map for the encounter.
Pg – the module page number that the encounter can
be found on. Type – this indicates if the encounter is a
trap (T), puzzle (P), or combat (C). Encounter – the key
monsters, traps, or NPCs that can be found in the
encounter. Names in italics are classed NPCs. EL – the
encounter level.
The Volcano Caves is designed for 4-6 player characters of 7th-9th level. The PCs can be any race or class,
although a spellcaster with access to resist energy and
similar spells will be helpful. Though designed for 4-6
characters of 7th-9th level, you can adjust the adventure to challenge larger or smaller groups of higher or
lower level; see the "Scaling Information" section for
suggestions.
Loc
Pg
Type Encounter
EL
1-2
5
C
2 klaklin
4
1-3
6
C
4 klaklin, 2 klaklin
soldiers, and veteran
7
1-4
7
T
Fire trap
2
C/P
6 harpoon urchins
and 2 lassoos
5
9
Adventure Summary
Some odd things are happening in the area around
Mount Rolnith, a dormant volcano. When spellcasters
wield fire magic, they feel drawn to the mountain. Local
farmers and their animals disappear, leaving clawed
footprints and signs of struggles. Open flames tilt, all
pointing to the same spot: a cave in Mount Rolnith's
craggy face. The player characters investigate these
occurrences, and a torch serves as their compass,
pointing directly into the cave's mouth.
The PCs enter the cave and immediately confront klaklin: lobsterlike humanoids that swim through magma. As
the characters continue, they discover that the cavern
complex also houses salamanders and other fiery creatures. The caves were once the refuge of a powerful
wizard, and the spellcaster's legacy lives on in magic
traps, guardians, and forgotten treasure. In the depths
the PCs confront Immolius, an efreeti lord using the
caves as a base to gather his power.
2
1-6A
7
C
4 klaklin, 4 klaklin
soldiers, and Ikkik
1-7
9
C
5 fire snakes and Skrrit 5
1-8
10
C
2 klaklin soldiers
1-9
10
C
Six-headed pyrohydra 9
1-11
11
T
Compulsion trap
5
1-12
11
P
Ritual door
–
1-13
11
C
2 flamebrother
salamanders
5
2-1
13
T
Pit trap with harpoon
urchins
5
2-3
13
C
Fine fire elemental
swarm
6
2-4
14
C
4 flamebrother
salamanders
7
C
6 akyanzi
5
5
2-5
15
T
Eruption
4
2-10
16
C
10 lemures
8
2-11
16
C
1 harpoon urchin
1
2-13
16
C
Greater fire elemental
9
2-14
17
T
Compulsion trap
6
2-15
18
T
3 glyphs of warding
7
2-16
18
C
Ziz Ka-Seer
11
3-2
20
T
Falling rock and
steam blasts
7
Loc
Pg
Type Encounter
EL
3-4
21
T/C/P
Elemental spirit trap
6
3-5
22
T
Linked glyph of warding 5
C
14 devil fish and 3
fiendish aquarrans
Getting the Players Involved
To start the adventure, the PCs need to enter a cave in
Mount Rolnith. You may use one of the following hooks
to get them there.
9
3-7
24
C or P 2 ice golems
7
3-8
25
C/P
Volosizz
–
3-10
26
T
Transporting pit trap
5
3-12
27
C
Immolius
12
3-13
28
P
Illusory wall
–
3-14
28
P
Wall of chill
–
3-15
28
C/P
Tharaxis
8
• In the previous adventure, whenever a spellcaster
used a fire spell or any character used a fiery
weapon (one with the flaming property, for instance),
she felt an urge to travel toward Mount Rolnith. As
the PCs move closer to the volcano, the urges get
stronger – perhaps requiring a DC 10 Will save to
resist. Immolius gathers elemental energies to his
side, and his reach is long.
• The area around Mount Rolnith is sparsely settled,
with only a couple villages and several farmsteads.
Livestock and locals, particularly children and the
elderly, are disappearing. Clawed footprints, broken
fences, and spattered blood mark the areas of
abduction. The populace is afraid and begs the PCs
to find and defeat the kidnappers. The truth of the
matter is that the klaklin are capturing food to give to
their god, a pyrohydra (see area 1-9).
Scaling Information
The Volcano Caves is designed for 4-6 characters of levels 7-9, but you may adjust it to suit parties of different
sizes or level. Consider modifying the adventure as follows:
• The locals are also concerned because Mount
Rolnith, long dormant, shows signs of renewed
activity. Rumbles come from the mountain and a line
of black smoke issues from its mouth. When the
wind is right, a whiff of sulfur mars the air. The people suspect something unnatural reawakens the volcano.
Weaker Parties (3 or fewer characters, or parties
lower than 7th level): Remove a klaklin, soldier klaklin,
and/or a flamebrother salamander from any encounter
involving these creatures. Reduce the class levels of all
classed NPCs by 2. Make the pyrohydra in area 1-9 fiveheaded instead of six-headed, and make it lurk in a
thermal spring instead of a lava pool. Change the fire
elemental in area 2-13 to Huge instead of Greater.
Reduce the damage of all traps by 1 die and the DCs to
avoid or lessen their effects by 2 (their CRs also drop by
1). Remove one item of treasure (your choice) from
areas 3-4, 3-6, and 3-16.
• Open flames within 10 miles of the cave tilt, angling
toward it. The locals noticed this phenomenon several months ago, when the effect was slight, but it
has grown more pronounced. Now torch flames
slant horizontally, pointing like arrows toward the
mountain.
Stronger Parties (7 or more characters, or those
higher than 9th level): Add two klaklin, soldier klaklin,
and/or flamebrother salamanders to any encounter
involving these creatures. Increase the class levels of all
classed NPCs by 2. Make the pyrohydra in area 1-9
eight-headed instead of six-headed. Advance Tharaxis
(area 3-15) by 2 Hit Dice. Change the fire elemental in
area 2-13 to Elder instead of Greater. The trap in area 36 changes PCs into Huge elementals instead of Large
elementals. Change Volosizz (area 3-8) into a noble
salamander. Increase the damage of all traps by 1 die
and the DCs to avoid or lessen their effects by 2 (their
CRs also increase by 1). Add one item of treasure (your
choice) to areas 3-4, 3-6, and 3-16.
It Burns, It Burns!
The temperature within the caves averages 95 degrees.
These hot conditions force a character to make a
Fortitude saving throw each hour (DC 15, +1 for each
previous check) or take 1d4 points of nonlethal damage.
Characters wearing heavy clothing or armor of any sort
take a -4 penalty on their saves. A character with the
Survival skill may receive a bonus on this saving throw
and may be able to apply this bonus to other characters
as well (see the skill description in the PHB, Chapter 4:
Skills, "Skill Descriptions," Survival). Characters reduced
to unconsciousness begin taking lethal damage (1d4
points per hour). A character who takes any nonlethal
damage from heat exposure suffers from heatstroke and
is fatigued. These penalties end when the character
recovers the nonlethal damage he took from the heat.
Lava or magma deals 2d6 points of damage per round
of exposure, except in the case of total immersion (such
3
as when a character falls into a pool of magma), which
deals 20d6 points of damage per round.
creatures have again moved into them. Several months
ago a tribe of klaklin – heat-immune, lobsterlike
humanoids – swam into the complex from the roiling
magma below. They found the caves to their liking and
established them as their territory.
Damage from magma continues for 1d3 rounds after
exposure ceases, but this additional damage is only half
of that dealt during actual contact (that is, 1d6 or 10d6
points per round).
The klaklin sent patrols to explore the lower tunnels,
and these patrols upset Soranna's ancient wards. A portal to the Elemental Plane of Fire reopened, and a group
of salamanders entered the Material Plane. The klaklin
were not willing to yield their caves, and the two battled
throughout the tunnels, eventually reaching an uneasy
stalemate.
Boiling water deals 1d6 points of scalding damage,
unless the character is fully immersed, in which case it
deals 10d6 points of damage per round of exposure.
Creatures immersed in either lava or boiling water also
risk drowning. (See the DMG, Chapter 8: Glossary, "The
Environment," Water Dangers.)
At this time, Immolius, on the Plane of Fire, ran into
trouble with a rival efreeti lord. Desperate to escape, he
discovered that the old portal was open again. Seizing
this opportunity, he stepped back into Soranna's old
complex and discovered that his foes were long dead
and fiery creatures occupied the caves in their stead.
Immolius quickly dominated the salamanders and klaklin, set guards around the portal, and began to rebuild
his power. The Material Plane is a perfect place for him
to gather strength and cause some destruction in the
process.
Background Story
Mount Rolnith has not erupted for a long time, but the
caves beneath it have seen a fair amount of use by various factions. Several hundred years ago, a duergar
clan discovered the caves and converted them into a
stronghold. They left sometime after, and the caves
were vacant for many decades. Eventually, a powerful
wizard, Soranna, and her companion, the swordsman
Bezentaine, appropriated the caves. Soranna converted the duergar rooms and natural caverns into a laboratory, study, retreat, and vault, and for several years
she crafted magic items, developed new spells, and
reached into the planes for knowledge. In pursuing the
latter course, she used Mount Rolnith's fiery nature to
connect her stronghold with the Elemental Plane of
Fire. She consulted this strange world's denizens about
magical matters and attempted to place some of them
under her command. She was successful in many of
her endeavors, but crossed an efreeti lord – Amir
Immolius.
Immolius's actions and the klaklin's disturbance of
Soranna's wards prodded the sleeping volcano into
unrest. The mountain is troubled, and minor earthquakes, tunnel collapses, and localized eruptions grow
increasingly common.
Player Beginning
The following text assumes that the PCs follow a torch
flame to the cave entrance. Mount Rolnith is certainly
easy to spot – it's a big mountain with smoke issuing
from its top – and the entrance is on its southern slope.
Immolius forced his way through a planar gate and into
Soranna's sanctum. His minions followed. Soranna
and Bezentaine fought against the incursion, and the
two factions waged a guerilla war through the tunnels
for several weeks. Finally, Bezentaine triumphed by
banishing the efreeti, but he was slain in the process.
Unwilling to let him go, Soranna entreated his soul to
return and inhabit his sword, so that it might protect her
should Immolius or his minions return. Bezentaine's
soul, stricken with love, agreed, and Soranna used the
blade and her magic to destroy Immolius's remaining
forces. She then completed several rituals to hold the
fiery creatures at bay. Some months later, she vacated
the caves, leaving Bezentaine's sword and several
magic experiments behind. She sealed the entrance,
intending to return one day. She never did.
Mount Rolnith towers above you. It sounds like a fitfully
sleeping giant. Rumbles and groans come from its belly,
and a particularly violent grumble makes the ground
shudder and causes several angular pebbles to clatter
down the rocky slope. Then the sounds subside, but a
steady stream of black smoke rises from the mountain's
peak, and you sense that the volcano could awaken at
any time. Tendrils of steam issue from a vent in the
mountainside, bringing with them the rotten egg smell of
sulfur.
You round a rocky outcropping and find yourselves
standing in front of a yawning entrance in the uneven
stone wall. The torch flame slants horizontally, pointing
directly at it. As you slowly move in a semicircle around
the cave, the flame swivels to aim constantly into its
shadows. Heat billows from the opening.
The caves stood empty for decades, but in recent times
4
Mount Rolnith Caves, Level 1
The upper levels of the cave system are a natural series
of tunnels and caves, the result of rapid lava movement
and shifting ground many centuries ago. Since the klaklin moved in and Immolius altered the elemental flows,
the caves have become unstable, and rubble blocks
some passages. Steam vents, boiling water, geysers,
and magma pools are common features.
Areas of the Map
Area 1-1 – Entrance: Read or paraphrase the following:
The cave opens into a large, natural cavern.
The walls are irregular and are smooth and
melted in places, like butter left out in the heat
too long. Scorch marks mar the brown walls
and floor, and rusty stains are splashed along
the ground. A shattered longsword lies in one
corner. A tunnel leads away to the east, and
rubble blocks a second tunnel to the north.
The floors are uneven and dotted with fallen rock, making running impossible. Magma pools and streams provide shadowy illumination in some areas; all other areas
are dark. Ceilings are around 9 feet tall.
Walls on this level have the following statistics:
Ziz Ka-Seer, a tiefling cleric, was drawn to this cave
much as the PCs were. He is now allied with
Immolius (see area 2-16), but when he first arrived
klaklin ambushed him. He destroyed them, but they
slew his apprentice. A couple of days later, more
klaklin arrived to collect the bodies and feed them to
the pyrohydra in area 1-9.
Unworked Stone Wall: 5 ft. thick (at least); hardness 8;
hp 900; Break DC 65; Climb DC 20.
Wandering Monsters
The PCs have a 20% chance (1-4 on 1d20) every 30
minutes of experiencing a random encounter.
Determine the nature of this encounter by rolling 1d6.
1d6
1-2
3
4
5-6
The passageways from this area slope downward,
eventually leveling out at 10 feet beneath the surface. Open flames within the complex do not display any unusual tendencies – those that the PCs
may have been using to direct them return to their
normal behavior.
Encounter
1d4 klaklin
Falling rocks
Steam vent
Rumbling
Area 1-2 – Klaklin Ambush Posts (EL 4): Two klaklin
lurk in carefully disguised alcoves. Their preparations grant them a +4 circumstance bonus on their
Hide checks.
The following statistics are provided for easy reference.
Klaklin: CR 2; Medium monstrous humanoid; HD
2d8+4; hp 13; Init +5; Spd 30 ft., swim 20 ft.; AC 17,
touch 11, flat-footed 16; Base Atk +2; Grp +4; Atk claw
+4 melee (1d6+2); Full Atk 2 claws +4 melee (1d6+2);
SA Improved grab; SQ Darkvision 60 ft., hold breath,
immunity to fire; AL NE; SV Fort +2, Ref +4, Will +3; Str
15, Dex 12, Con 14, Int 9, Wis 11, Cha 10.
Skills and Feats: Balance +9, Listen +5, Swim +10,
Spot +4; Alertness, Improved Initiative.
SQ – Hold Breath (Ex): A klaklin can hold its breath
for a number of rounds equal to ten times its
Constitution score.
Two creatures burst from concealment at the
passage's sides. They are tall, almost 7 feet,
and resemble humanoid lobsters. Black eyes
glitter from their elongated heads, and red-gray
carapaces cover their bodies. Their arms end in
chitinous claws. A twitching, finger-width tentacle wraps around each of their forearms. The
beings click menacingly, tiny flecks of shell at
their throats fluttering as they lunge.
Show the players handout A.
Falling Rocks: CR 2; natural; random trigger; Atk +12
melee (2d6, rocks); multiple targets (all targets in two
adjacent 5-ft. squares).
Tactics: The klaklin wait until the intruders are
between the two alcoves, then both rush out in a
pincer attack. The rear klaklin fights to the death (he
has nowhere to run), while the klaklin in front of the
party flees to area 1-6A if his companion falls.
Steam Vent: CR 3; natural; random trigger; 5d4 fire in
15-ft. cone, DC 11 Reflex half.
Development: If the klaklin escapes, it warns its
brethren in area 1-3 and the chieftain in area 1-6A.
The klaklin in area 1-3 prepare for an attack. The
chieftain calls reinforcements from area 1-7 and
prepares accordingly. See area 1-6A for more
details.
Rumbling: The mountain shudders and rumbles.
Pebbles rain from the ceiling and bounce on the ground.
(You may replace this result with other mood-enhancing, harmless effects.)
5
edge to their advantage. They are canny combatants and attempt to maneuver their opponents so
that they can bull rush them into the pools. One
klaklin, larger and more experienced than his fellows, has a ring of the ram around one tentacle, and
he remains in the back, attempting to use his ring to
knock vulnerable targets into the springs. (He has
discovered a sentence in the klaklin language that
activates the ring, and he always uses the maximum 3 charges.) Other klaklin, in addition to bull
rush attempts, try to grapple opponents and then
dive into the water with them.
If more than half the klaklin fall, the remainders flee
to area 1-6A to alert the chieftain.
Development: If the klaklin here are aware of
intruders (perhaps having been alerted by their
brethren from area 1-2), the PCs cannot surprise
them.
If the klaklin in area 1-3 hear a battle (Listen DC
13), they prepare for intruders.
Klaklin (2): CR 2; Medium monstrous humanoid;
HD 2d8+4; hp 13; Init +5; Spd 30 ft., swim 20 ft.; AC
17, touch 11, flat-footed 16; Base Atk +2; Grp +4;
Atk claw +4 melee (1d6+2); Full Atk 2 claws +4
melee (1d6+2); SA Improved grab; SQ Darkvision
60 ft., hold breath, immunity to fire; AL NE; SV Fort
+2, Ref +4, Will +3; Str 15, Dex 12, Con 14, Int 9,
Wis 11, Cha 10.
Skills and Feats: Balance +9, Listen +5, Swim
+10, Spot +4; Alertness, Improved Initiative.
If klaklin flee from here to area 1-6A, or if the klaklin in that area hear combat here (Listen DC 10), the
chieftain prepares for intruders. See area 1-6A for
details.
Klaklin (4): CR 2; Medium monstrous humanoid;
HD 2d8+4; hp 13; Init +5; Spd 30 ft., swim 20 ft.; AC
17, touch 11, flat-footed 16; Base Atk +2; Grp +4;
Atk claw +4 melee (1d6+2); Full Atk 2 claws +4
melee (1d6+2); SA Improved grab; SQ Darkvision
60 ft., hold breath, immunity to fire; AL NE; SV Fort
+2, Ref +4, Will +3; Str 15, Dex 12, Con 14, Int 9,
Wis 11, Cha 10.
Skills and Feats: Balance +9, Listen +5, Swim
+10, Spot +4; Alertness, Improved Initiative.
Area 1-3 – Klaklin Lair (EL 7):
Steam wreathes this chamber, obscuring
vision. Rivulets run down the walls and a sheen
of moisture slicks the floor. From within the mist
comes the sound of churning and bubbling
water, and you can make out a large pool nearby. Clawed silhouettes move within the steam,
clicking, forearm tentacles swaying like snakes
in the damp air.
Klaklin Soldiers (2): CR 3; Medium monstrous
humanoid; HD 4d8+8; hp 26; Init +5; Spd 30 ft.,
swim 20 ft.; AC 19, touch 11, flat-footed 18; Base Atk
+4; Grp +7; Atk claw +8 melee (1d6+3 plus 1d4 and
poison); Full Atk 2 claws +8 melee (1d6+3 plus 1d4
and poison); SA Improved grab, poison; SQ
Darkvision 60 ft., hold breath, immunity to fire; AL
NE; SV Fort +3, Ref +5, Will +5; Str 17, Dex 12, Con
15, Int 8, Wis 12, Cha 9.
Skills and Feats: Balance +9, Listen +7, Swim
+11, Spot +6; Alertness, Improved Initiative,
Weapon Focus (claw).
SA – Poison (Ex): Injury, Fortitude DC 14, initial
and secondary damage 1d4 Dex.
This area includes several hot springs and geysers;
each pool is 3 feet deep.
All creatures within this chamber have concealment
(20% miss chance). In addition, the wet floor causes feet to slip; any creature making an attack (or
performing any other action that you deem appropriate) must make a DC 7 Balance check or fall
prone.
Because the volcano is uneasy, every round there
is a 50% chance that one of the pools erupts in a
short geyser. Randomly determine which pool
erupts; creatures within 5 feet of it take 1d6 points
of fire damage from the scalding water (Reflex DC
15 half).
Klaklin Veteran, Klaklin War3: CR 5; Medium
monstrous humanoid; HD 5d8+18; hp 40; Init +5;
Spd 30 ft., swim 20 ft.; AC 17, touch 11, flat-footed
16; Base Atk +5; Grp +7; Atk claw +7 melee
(1d6+2); Full Atk 2 claws +7 melee (1d6+2); SA
Improved grab; SQ Darkvision 60 ft., hold breath,
immunity to fire; AL NE; SV Fort +6, Ref +5, Will +4;
Tactics: The klaklin understand that the boiling
water is deadly to humanoids and use this knowl-
6
Str 15, Dex 13, Con 16, Int 9, Wis 11, Cha 10.
Skills and Feats: Balance +9, Listen +5, Swim
+13, Spot +4; Alertness, Improved Initiative,
Toughness.
Possessions: A gold ring of the ram (15
charges) bearing an onyx bull's head.
awareness; AL N; SV Fort +4, Ref -2, Will +3; Str 1,
Dex 2, Con 14, Int 2, Wis 16, Cha 3.
Skills and Feats: Climb +12; Weapon Focus
(spine).
SA – Poison (Ex): Injury, Fortitude DC 12, initial
damage 1d6 Str, secondary damage paralysis for
2d4 minutes.
SQ – Preternatural Awareness (Ex): A harpoon
urchin can sense the presence of everything within
30 feet that touches the water by detecting vibration
and tiny current shifts. It uses its Wisdom modifier
in place of its Dexterity modifier to determine its initiative and ranged attack bonuses.
Area 1-4 – Warm Pool (EL 5):
The corridor widens into a small cavern. The
floor drops abruptly, and the cavern is filled with
clear, faintly blue water. Steam curls from its
surface, and warmth radiates out. The pool is
about 30 feet across, with a bare ledge on the
far side. A cluster of stalactites overhangs the
pool. Half a dozen yellow, spiny balls, the size
of two fists placed together, are scattered
across the pool floor. They move slowly across
the ground.
Lassoos (2): CR 2; Medium aberration; HD 3d8+9;
hp 22; Init +2; Spd 5 ft.; AC 20, touch 12, flat-footed
18; Base Atk +2; Grp +8; Atk tongue +9 melee touch
(special), or bite +8 melee (2d4+6); Full Atk tongue
+9 melee touch (special), or bite +8 melee (2d4+6);
Reach 5 ft. (25 ft. with tongue); SA Improved grab
(tongue); SQ Camouflage; AL N; SV Fort +4, Ref
+3, Will +4; Str 22, Dex 14, Con 17, Int 2, Wis 12,
Cha 5.
Skills and Feats: Listen +5, Hide +13, Spot +8;
Alertness, Weapon Focus (tongue).
SA – Improved Grab (Ex): A lassoo's improved
grab ability works on creatures Medium or smaller.
SQ – Camouflage (Ex): Like a chameleon, a lassoo can change its color to match its surroundings,
improving its Hide ability. Camouflage grants lassoos
a +10 circumstance bonus to Hide checks. If hiding
among stalactites, this bonus improves to +20.
Show the players handout B. The spiny balls are
harpoon urchins, a subspecies that lives only within sulfur-tainted water. Two of the stalactites are
lassoos: creatures that look like stalactites, but can
open their mouths to reveal rows of sharklike teeth
and long, ensnaring tongues. The creatures have a
symbiotic relationship: the lassoos catch anything
that tries to cross the pool, and the urchins eat the
bits they drop into the water.
The pool is 30 feet across and 12 feet deep; the
shore drops abruptly. The ledge on the far side is
bare, but the wall conceals a secret door. The trigger for the door is a disguised pressure plate just
below the waterline, so a character wishing to press
it must put a hand (or something) in the water,
potentially opening himself to attacks from the
urchins.
Area 1-5 – Small Vault:
This smooth room is clear and clean. It manages to appear manmade and natural at the
same time. But for a layer of damp dust on the
floor, it is bare.
Stone Secret Door: 4 in. thick; hardness 8; hp 60;
Break DC 28; Search DC 22.
Soranna originally used this room as a storage
area, but it was too small for her purposes and she
grew weary of traversing area 1-4 to get here.
Trap: A fire trap protects the door. Characters
attempting to open it without speaking the command word ("Greatness") trigger it.
Treasure: Not much remains here, but hidden
beneath the dust the PCs can find (Search DC 18)
a potion of resist energy (fire) 10 (accidentally overlooked) and a cursed -2 longsword (left here due to
its cursed nature). The sword is constructed of
mithral with a gold hilt. Runes inscribed upon its
length flare an angry orange when it is grasped.
Fire Trap: CR 2; spell; location trigger; no reset;
1d4+10 fire (Ref DC 18 half); Search DC 24;
Disable Device DC 24.
Tactics: The urchins fire at anything entering the
water, while the lassoos ensnare anything moving
above it.
Area 1-6A – Chieftain's Lair (EL 9):
Harpoon Urchins (6): CR 1; Diminutive magical
beast; HD 1d10+2; hp 8 each; Init +3; Spd 0 ft., climb
0 ft.; AC 12, touch 8, flat-footed 10; Base Atk +1; Grp
-16; Atk spine +8 ranged (1d4 plus poison); Full Atk
spine +8 ranged (1d4 plus poison); Space/Reach 1
ft./0 ft.; SA Poison; SQ Immunity to fire, preternatural
A wide, sluggish magma stream bisects this
long cavern, shedding a ruddy glow over its
features. Many lobsterlike humanoids move
about within. Designs and pictographs are
smeared across the walls in dark gray soot –
7
The drawings are crude but distinct. Most show
the lobsterlike humanoids engaged in various
activities, like drawing on walls, removing circular shapes from pools, and kneeling by altars.
One such creature appears several times,
wielding lightning from its claw. Also depicted
are snakelike creatures with spears, wreathed
in fire; in some places the lobstermen battle
them, while in others they stand together.
A bulky, reptilian creature with half a dozen
snakelike heads appears often. In some pictures flames surround it, and in others only its
long necks and heads are visible. The drawings
lend it might and majesty. The lobster creatures
are seen paying it obeisance, and in one gruesome series of images they capture a human
child and feed it to the many-headed beast.
Another series shows the creature's silhouette
around a blocky altar, at which the lobsterlike
creatures gesture and kneel.
The PCs can discern that the klaklin perform a ritual in front of the altar. The images are crude and
patchy, but a DC 15 Decipher Script or Knowledge
(religion) check allows a character to puzzle out that
the beseecher stands with arms out to the sides,
places his fists (or claws) together, kneels, bows his
head, then throws his arms wide and falls backward, resting his back on his heels and his head on
the floor. A character with at least 5 ranks in
Knowledge (the planes) or Knowledge (religion)
gets a +2 bonus on this check (+4 if he has 5 or
more ranks in both). After discerning the ritual, a DC
20 Knowledge (the planes) or Knowledge (religion)
check reveals that the ritual is a short, traditional
prayer to the forces of fire. Discovering this ritual
may help the PCs in area 1-10.
evident are depictions of these clawed creature
as well as humans, cows, and, in profusion, a
reptilian form with many snakelike heads.
This cavern houses the bulk of the klaklin tribe,
including their chieftain, the shaman Ikkik (well,
that's the closest translation). They do not take
kindly to visitors.
The lava stream is 15 feet wide and runs from a low
hole in one wall and out a similar hole in the other.
It is 3 feet deep. The lava poses an obstacle for the
PCs, but the klaklin traverse it easily.
Development: If the klaklin expect intruders
(because they heard combat elsewhere, for example), they receive +4 circumstance bonuses on their
Listen and Spot checks. Ikkik instructs two of her
soldiers to immerse themselves in the lava stream,
where they lurk with their heads poking out (+12 circumstance bonus to Hide checks), ready to ambush
attackers who try to cross the stream. Ikkik also
summons Skrrit from area 1-7, who fishes out his
elixir of fire breath and arrives with his fire snakes to
take positions in the cavern's southern end.
Tactics: The common klaklin engage the PCs in
the southern end of the cavern, but fall back toward
the lava, hoping to lure the characters close enough
to grab them and drag them into the stream. They
are aware of Ikkik's wand and try to leave a clear
path for her lightning bolts. After Skrrit sees that he
does not face salamanders, he gulps his elixir of fire
breath and breathes away.
If combat erupts here and Skrrit is not already present, he probably hears it in area 1-7 (Listen check
DC 5). He spends a couple rounds attempting to
shove the boulder off his elixir of fire breath (the DC
is 15, and his Strength bonus is +2), then arrives,
with or without the elixir, with his fire snakes.
Ikkik stays in the north end, and two soldiers serve
as her bodyguards. She casts mirror image first and
then command on a strong melee opponent, and
she is liberal with her wand of lightning bolt. She
fights to the death. If she and two soldiers fall, the
other klaklin retreat to area 1-8 to make a final stand.
If the PCs examine the markings on the walls, show
them handout C then read or paraphrase the following:
Klaklin (4): CR 2; Medium monstrous humanoid;
HD 2d8+4; hp 13; Init +5; Spd 30 ft., swim 20 ft.; AC
17, touch 11, flat-footed 16; Base Atk +2; Grp +4;
Atk claw +4 melee (1d6+2); Full Atk 2 claws +4
8
melee (1d6+2); SA Improved grab; SQ Darkvision
60 ft., hold breath, immunity to fire; AL NE; SV Fort
+2, Ref +4, Will +3; Str 15, Dex 12, Con 14, Int 9,
Wis 11, Cha 10.
Skills and Feats: Balance +9, Listen +5, Swim
+10, Spot +4; Alertness, Improved Initiative.
The skeleton is that of a flamebrother salamander
that the klaklin captured before Immolius quelled
the conflict between the two factions. The klaklin did
not feed the salamander to the pyrohydra because
they were afraid its heat immunity would give it
some power over their god. Its tail is trapped
beneath the rock, so its otherworldly nature is not
readily apparent. Other flamebrother bones are
scatted throughout the chamber.
Klaklin Soldiers (4): CR 3; Medium monstrous
humanoid; HD 4d8+8; hp 26; Init +5; Spd 30 ft.,
swim 20 ft.; AC 19, touch 11, flat-footed 18; Base
Atk +4; Grp +7; Atk claw +8 melee (1d6+3 plus 1d4
and poison); Full Atk 2 claws +8 melee (1d6+3 plus
1d4 and poison); SA Improved grab, poison; SQ
Darkvision 60 ft., hold breath, immunity to fire; AL
NE; SV Fort +3, Ref +5, Will +5; Str 17, Dex 12,
Con 15, Int 8, Wis 12, Cha 9.
Skills and Feats: Balance +9, Listen +7, Swim
+11, Spot +6; Alertness, Improved Initiative,
Weapon Focus (claw).
SA – Poison (Ex): Injury, Fortitude DC 14, initial
and secondary damage 1d4 Dex.
Area 1-6C – Klaklin Hatchery:
A pool of magma occupies most of this chamber. The pool looks shallow, for stalagmites,
rocks, and the tops of leathery, circular objects
protrude from its surface.
The circular objects are klaklin eggs. Each is about
5 inches in diameter, and none are ready to hatch
(they have at least a good month to go).
Area 1-7 – Training Ground (EL 6):
Many large rocks limit maneuverability in this
small cave. The walls are uneven, with numerous cracks and crevices. Steam vents from a
split in the far wall.
Ikkik, Klaklin Adp4: CR 5; Medium monstrous
humanoid; HD 2d8+4d6+15; hp 38; Init +5; Spd 30
ft., swim 20 ft.; AC 17, touch 11, flat-footed 16; Base
Atk +4; Grp +6; Atk claw +6 melee (1d6+2); Full Atk
2 claws +6 melee (1d6+2); SA Improved grab; SQ
Darkvision 60 ft., hold breath, immunity to fire; AL
NE; SV Fort +4, Ref +5, Will +10; Str 14, Dex 13,
Con 16, Int 11, Wis 17, Cha 12.
Skills and Feats: Balance +9, Concentration
+11*, Diplomacy +3, Listen +10, Swim +10, Spot
+10; Alertness, Combat Casting, Improved
Initiative, Toughness. *Includes bonus from Combat
Casting.
Spells (4/3/1, DC 13 + spell level): 0-level – cure
minor wounds, detect magic, purify food and drink,
touch of fatigue; 1st-level – command, cure light
wounds, obscuring mist; 2nd-level – mirror image.
Possessions: An obsidian wand of lightning bolt
(6th-level caster, 12 charges).
Skrrit, the klaklin animal trainer, lairs here with five
trained fire snakes. He spent many months training
the snakes for combat, and now that the war with
the salamanders is over the snakes grow restless.
A nice PC dinner is just what they need.
There's a chance Skrrit is not present. If the PCs
made a lot of noise in area 1-6A, Skrrit probably
heard and ran to help. See area 1-6A for details.
Tactics: Skrrit is fiercely loyal to the tribe. Four
snakes attempt to flank two opponents while Skrrit
and the fifth snake hold off the others.
Treasure: Skrrit keeps his treasure hidden in a
crevice in the floor, covered by a boulder. A DC 23
Search check allows a character to discover a
leather thong poking out of the crack, but the PCs
must shove the concealing boulder out of the way (a
DC 15 Strength check) before they can obtain the
item. The thong is attached to an elixir of fire breath.
Area 1-6B – Klaklin Prison:
Several boulders dwarf this small room. The
skeleton of a small humanoid torso is partially
trapped beneath one, its legs and pelvis
crushed beneath the rock. Its pale arms stretch
beseechingly for the exit.
Skrrit, Klaklin Exp3: CR 4; Medium monstrous
humanoid; HD 2d8+3d6+10; hp 29; Init +5; Spd 30
ft., swim 20 ft.; AC 17, touch 11, flat-footed 16; Base
Atk +4; Grp +6; Atk claw +6 melee (1d6+2); Full Atk
2 claws +6 melee (1d6+2); SA Improved grab; SQ
Darkvision 60 ft., hold breath, immunity to fire; AL
NE; SV Fort +3, Ref +5, Will +6; Str 15, Dex 12,
Con 14, Int 9, Wis 11, Cha 14.
Skills and Feats: Balance +9, Handle Animal
+10, Listen +7, Swim +10, Spot +7; Alertness,
Improved Initiative.
The klaklin do not have the wherewithal to create a
proper prison, so instead they roll large boulders
onto their enemies. This is effective in keeping them
from escaping, but not so great at keeping them
alive. Ikkik thinks herself enormously clever for having captured some of her enemies instead of simply
killing them, though as the klaklin do not speak a
common language with any other creature its usefulness is suspect.
9
Fire Snakes (5): CR 1; Small outsider (fire); HD
2d8+2; hp 11; Init +3; Spd 20 ft., climb 20 ft.; AC 17,
touch 14, flat-footed 14; Base Atk +2; Grp -2; Atk
bite +6 melee (1d4 plus paralysis); Full Atk bite +6
melee (1d4 plus paralysis); SA Paralysis; SQ
Darkvision 60 ft., immunity to fire, vulnerability to
cold; AL N; SV Fort +4, Ref +6, Will +4; Str 10, Dex
17, Con 12, Int 1, Wis 12, Cha 7.
Skills and Feats: Balance +14, Climb +14, Hide
+10, Listen +7, Spot +7; Weapon Finesse.
SQ – Paralysis (Ex): Those hit by a fire snake's
bite attack must succeed a DC 11 Fortitude save or
be paralyzed for 1d6 minutes.
Area 1-8 – Guard Post (EL 5):
lethal damage from heat exposure suffers from
heatstroke and is fatigued. These penalties end
when the character recovers the nonlethal damage
she took from the heat.
Worse, when a character rounds the bend, the
pyrohydra emerges from its resting place beneath
the lava.
The magma parts smoothly to reveal a bright
orange, snakelike head rising gracefully from
the lake. Other heads rise around it. They gaze
at you with golden eyes before their mouths
drop open and fire gouts forth.
Note that climbing characters are unable to make
Reflex saves to avoid the pyrohydra's breath
weapon.
A lake of magma stretches away into this large
cavern, its fiery glow picking out shadows on
the low ceiling. The walls and ceiling are irregular, with rocky protrusions and stalactites in
abundance, some dipping down into the lava.
Two of the lobsterlike humanoids stand on the
shore. An icon – a beast with many snakelike
heads – is smeared on their chest carapaces in
soot. The same symbol, almost 6 feet across,
appears on the walls to the right and left.
Tactics: The pyrohydra breathes fire on its foes,
then lashes out with its bite attacks. The hydra is
mostly submerged and benefits from cover (+4 AC).
Development: Due to the disadvantage the PCs
suffer in this encounter, award them XP for overcoming a CR 9 creature if they defeat the hydra.
These two klaklin guard their god's chamber from
intruders, which include salamanders and unworthy
klaklin as well as PCs.
Klaklin Soldiers (2): CR 3; Medium monstrous
humanoid; HD 4d8+8; hp 26; Init +5; Spd 30 ft.,
swim 20 ft.; AC 19, touch 11, flat-footed 18; Base Atk
+4; Grp +7; Atk claw +8 melee (1d6+3 plus 1d4 and
poison); Full Atk 2 claws +8 melee (1d6+3 plus 1d4
and poison); SA Improved grab, poison; SQ
Darkvision 60 ft., hold breath, immunity to fire; AL
NE; SV Fort +3, Ref +5, Will +5; Str 17, Dex 12, Con
15, Int 8, Wis 12, Cha 9.
Skills and Feats: Balance +9, Listen +7, Swim
+11, Spot +6; Alertness, Improved Initiative,
Weapon Focus (claw).
SA – Poison (Ex): Injury, Fortitude DC 14, initial
and secondary damage 1d4 Dex.
Area 1-9 – Pyrohydra Lair (EL 9): Traversing the
magma lake is not easy. The ceiling is low, barely 8
feet above the lake's surface. The walls and ceiling
offer numerous handholds, making climbing easier
here (Climb DC 15). However, being close to the
magma for an extended period of time has its dangers: breathing the burning air above the lake deals
1d6 points of damage per minute (no save). In addition, a character must make a Fortitude save every
5 minutes (DC 15, +1 per previous check) or take
1d4 points of nonlethal damage. Those wearing
heavy clothing or any sort of armor take a -4 penalty on their saves. A character who takes any non-
10
Six-Headed Pyrohydra: CR 7; Huge magical
beast (fire); HD 6d10+33; hp 66; Init +1; Spd 20 ft.,
swim 20 ft.; AC 16, touch 9, flat-footed 15; Base Atk
+6; Grp +17; Atk 6 bites +8 melee (1d10+3); Full Atk
6 bites +8 melee (1d10+3); Space/Reach 15 ft./10
ft.; SA Breathe fire; SQ Darkvision 60 ft., fast healing 16, immunity to fire, low-light vision, scent, vulnerability to cold; AL NE; SV Fort +10, Ref +6, Will
+4; Str 17, Dex 12, Con 20, Int 4, Wis 10, Cha 9.
Skills and Feats: Listen +6, Spot +7, Swim +11;
Combat Reflexes, Iron Will, Toughness, Weapon
Focus (bite).
SA – Breathe Fire (Ex): The hydra can breathe
a jet of fire 10 feet high, 10 feet wide, and 20 feet
long. All heads breathe once every 1d4 rounds.
Each jet deals 3d6 points of fire damage per head.
A successful DC 18 Reflex save halves the damage.
Hydras can attack with all their heads at no penalty,
even if they move or charge during the round.
A hydra can be killed either by severing all its heads
or by slaying its body. To sever a head, an opponent
must make a successful sunder attempt with a
slashing weapon. (The player should declare where
the attack is aimed before making the attack roll.)
Making a sunder attempt provokes an attack of
opportunity unless the foe has the Improved Sunder
feat. Each of a hydra's heads has hit points equal to
the creature's full normal hit point total, divided by
its original number of heads (each head has 11 hit
points, in this case). Losing a head deals damage
to the body equal to half the head's full normal hit
points. A hydra can no longer attack with a severed
head but takes no other penalties.
when they are all out, the door closes, and the PCs
must repeat the ritual to reopen it.
Each time a head is severed, two new heads spring
from the stump in 1d4 rounds. A hydra can never
have more than twice its original number of heads at
any one time, and any extra heads it gains beyond its
original number wither and die within a day. To prevent a severed pyrohydra's head from growing back
into two heads, at least 5 points of cold or acid damage must be dealt to the stump (a touch attack to hit)
before the new heads appear. A pyrohydra does not
die from losing its heads until all its heads have been
cut off and the stumps seared by cold or acid.
The bones in this area are those of cattle, sheep,
and humans.
A hydra's body can be slain just like any other creature's, but hydras possess fast healing and are difficult to defeat in this fashion. Any attack that is not
(or cannot be) an attempt to sunder a head affects
the body.
A DC 25 Search check reveals a hidden hollow near
the altar's bottom. Within is the Treasure.
Treasure: Immolius figured that this desolate ledge
was a safe place to hide some of his wealth. Within
the secret compartment are nestled three fire opals
(each worth 1,500 gp).
Area 1-11 – Lava Trap (EL 5): A small, 2-foot-deep pool
of lava seethes on the south side of this corridor.
Trap: The first creature to pass into this area triggers a trap that causes the victim to think that a nice
lava bath sounds like a good idea. A character who
fails the Will save belly-flops into the magma pool.
The klaklin simply wade through the lava to avoid
this trap, which resets itself after 12 hours.
Targeted magical effects cannot sever a hydra's
heads (and thus must be directed at the body)
unless they deal slashing damage and could be
used to make sunder attempts.
Compulsion Trap: CR 5; magical; location trigger;
automatic reset (12 hours); victim is compelled to
jump belly-first into the nearby lava pool, DC 18 Will
save resists; Search DC 29; Disable Device DC 29.
Area 1-10 – Altar:
A smooth stone block, about 3-1/2 feet high and
twice that long, lies on this ledge. Images of
flames and the hydra are charcoaled onto all
sides. On the top is drawn a glaive. A few burnt,
cracked bones are scattered across the ledge.
Area 1-12 – Ritual Door:
A collapsed tunnel once provided egress to the
south, but now no other exits lead out of this
cave. Upon the far wall is chalked the outline of
a simple door. It is obviously not a real door –
just a few thin lines scratched onto the wall.
This is a shrine to the pyrohydra and to Immolius
(the glaive, his favored weapon, represents the
efreeti). Immolius realized that he could control the
klaklin if he merged himself with their idea of a god
and thus created this altar for them. (The klaklin
simply swim through area 1-9. The pyrohydra realizes that they feed it and leaves them alone – usually.) Klaklin or outsiders (like the PCs) wishing to
speak to the salamanders or to Immolius must
make proper obeisance at the altar.
Where the door is chalked the wall is only 2 feet
thick, so the PCs may be able to use stone shape,
dimension door, or similar magic to bypass it. The
door radiates strong transmutation magic.
Development: As described in area 1-10, the PCs
can open this door by performing the proper ritual at
that location. Doing so causes the drawing to transform into a real door and swing open into area 1-13.
After 10 minutes, the door closes and becomes a
chalk outline again.
Development: Performing the ritual described in
area 1-6A in front of this altar triggers a short illusion.
Lurid orange flames outline the altar, slowly
growing in size and brightness until they rise
wild and high, almost to the ceiling. Two golden
eyes appear above the altar, and a jeweled
glaive flashes between them. Then the fire, the
eyes, and the glaive vanish. The sound of a
squeaky door opening echoes across the
ledge, and ten small, candle-sized flames flash
into being one by one at the altar's edges.
From the other side, the door is always a door, and
the PCs can pass back through it easily.
Stone Door (Hidden): 2 ft. thick; hardness 15; hp
450; Break DC 35.
Area 1-13 – Guarded Staircase (EL 5):
The illusion means that the archway in area 1-12 is
open. It remains open for 10 minutes; one of the
small flames on the altar vanishes each minute, and
11
At the far southern end of this irregular chamber
is a well containing a spiral staircase. Near the
top of the staircase are two creatures with the
torsos of men and the tails of serpents. Red and
black scales cover them, and they grip steel
spears in black-nailed hands. Feverish heat
radiates from their bodies.
three rounds, or if one falls, the other attempts to
flee down the stairs to warn its companions.
Two flamebrother salamanders serve as the last line
of defense before intruders reach the lower levels.
Their job is usually more ceremonial than functional,
as they escort Ikkik and, occasionally, others to meet
with Immolius (or, lately, with Ziz Ka-Seer, who may
then pass them along to Immolius). However, they
are wary, and if the door swings open they know to
expect company.
Flamebrother Salamanders (2): CR 3; Small outsider (extraplanar, fire); HD 4d8+8; hp 26; Init +1;
Spd 20 ft.; AC 19, touch 12, flat-footed 18; Base Atk
+4; Grp +1; Atk spear +6 melee (1d6+1/x3 plus 1d6
fire); Full Atk spear +6 melee (1d6+1/x3 plus 1d6
fire) and tail slap +4 melee (1d4 plus 1d6 fire); SA
Constrict (1d4 plus 1d6 fire), heat, improved grab;
SQ Darkvision 60 ft., immunity to fire, vulnerability to
cold; AL NE; SV Fort +6, Ref +5, Will +6; Str 12, Dex
13, Con 14, Int 14, Wis 15, Cha 13.
Skills and Feats: Craft (blacksmithing) +8, Hide
+12, Listen +11, Move Silently +6, Spot +11;
Alertness, Multiattack.
SA – Heat (Ex): A salamander generates so much
heat that its mere touch deals additional fire damage.
Salamanders' metallic weapons also conduct this heat.
The spiral stairs are a mix of stone shaped steps
melded onto the original duergar work, giving them
a strange appearance. They lead 15 feet down to
the next level.
Tactics: The salamandrs do not expect to have to
fight, and if they do so they spend several rounds
trying to figure out the best course of action. After
Mount Rolnith Caves, Level 2
This level is of old duergar make. The stonework is well
constructed and seamless. The floors, walls, and ceilings are made of large, smooth, puzzle-piece-shaped
blocks. Loose stones from the ceiling have fallen in
places, but footing is secure. The doors on this level are
iron and closed, but they are unlocked unless otherwise
specified. Several secret doors blend with the odd flagstone shapes and are difficult to spot.
Ceiling height is 8 feet. This level is unlit unless otherwise noted.
Secret doors on this level have the statistics presented
below, along with other walls and doors as below unless
noted otherwise in the text:
Masonry Stone Wall: 5 ft. thick (at least); hardness 8;
hp 900; Break DC 65; Climb DC 25.
Flamebrother Salamander: CR 3; Small outsider
(extraplanar, fire); HD 4d8+8; hp 26; Init +1; Spd 20 ft.;
AC 19, touch 12, flat-footed 18; Base Atk +4; Grp +1; Atk
spear +6 melee (1d6+1/x3 plus 1d6 fire); Full Atk spear
+6 melee (1d6+1/x3 plus 1d6 fire) and tail slap +4 melee
(1d4 plus 1d6 fire); SA Constrict (1d4 plus 1d6 fire), heat,
improved grab; SQ Darkvision 60 ft., immunity to fire,
vulnerability to cold; AL NE; SV Fort +6, Ref +5, Will +6;
Str 12, Dex 13, Con 14, Int 14, Wis 15, Cha 13.
Skills and Feats: Craft (blacksmithing) +8, Hide
+12, Listen +11, Move Silently +6, Spot +11; Alertness,
Multiattack.
SA – Heat (Ex): A salamander generates so much
heat that its mere touch deals additional fire damage.
Salamanders' metallic weapons also conduct this heat.
Iron Door: 2 in. thick; hardness 10; hp 60; Break DC 28.
Falling Rocks: CR 3; natural; random trigger; Atk +10
melee (4d6, rocks), multiple targets (all targets in two
adjacent 5-ft. squares).
Stone Secret Door: 4 in. thick; hardness 8; hp 60;
Break DC 28; Search DC 25.
Steam Vent: CR 3; natural; random trigger; 5d4 fire in
15-ft. cone, DC 11 Reflex half.
Wandering Monsters
Rumbling: The mountain shudders and rumbles.
Pebbles rain from the ceiling and bounce on the ground.
(You may replace this result with other mood-enhancing, harmless effects.)
The PCs have a 20% chance (1-4 on 1d20) every 30
minutes of experiencing a random encounter.
Determine the nature of this encounter by rolling 1d6.
1d6
1-2
3
4
5-6
Encounter
1d4 flamebrother salamanders
Falling rocks
Steam vent
Rumbling
The following statistics are provided for easy reference.
12
Area 2-3 – Ancient Temple (EL 6):
Areas of the Map
Area 2-1 – Welcome Trap (EL 5):
The stairs spiral down into a long hall. The
walls, floor, and ceiling are constructed of flagstones shaped like puzzle pieces; the stones
are smooth and gray and outlined in black. An
iron door stands on the far wall.
Behind the spiral staircase is a concealed nook with
a small lever (Search DC 24). Pulling the lever
deactivates the trap in this area. (When the salamander guards escort guests into this level, one
goes on ahead to activate the lever.)
Trap: If the PCs do not deactivate the trap and walk
across the floor at the point indicated, several flagstones swing away, dropping the victim down a 30foot shaft into a thermal spring with several harpoon
urchins.
Pit Trap: CR 5; mechanical; location trigger; automatic reset (2 minutes); DC 21 Reflex save avoids;
1d3 nonlethal damage plus 10d6 fire damage plus
attacks from harpoon urchins; Search DC 26;
Disable Device DC 23.
Harpoon Urchins (4): CR 1; Diminutive magical
beast; HD 1d10+2; hp 8 each; Init +3; Spd 0 ft., climb
0 ft.; AC 12, touch 8, flat-footed 10; Base Atk +1; Grp
-16; Atk spine +8 ranged (1d4 plus poison); Full Atk
spine +8 ranged (1d4 plus poison); Space/Reach 1
ft./0ft.; SA Poison; SQ Immunity to fire, preternatural
awareness; AL N; SV Fort +4, Ref -2, Will +3; Str 1,
Dex 2, Con 14, Int 2, Wis 16, Cha 3.
Skills and Feats: Climb +12; Weapon Focus
(spine).
SA – Poison (Ex): Injury, Fortitude DC 12, initial
damage 1d6 Str, secondary damage paralysis for
2d4 minutes.
SQ – Preternatural Awareness (Ex): A harpoon
urchin can sense the presence of everything within
30 feet that touches the water by detecting vibration
and tiny current shifts. It uses its Wisdom modifier
in place of its Dexterity modifier to determine its initiative and ranged attack bonuses.
Area 2-2 – Hall: There is nothing of value in this hall,
but it is worth describing. Read or paraphrase the
following:
This hallway is long and regular. Dancing
orange light flickers from an archway on the left
wall, and angry, red-orange light comes from
the corridor's far end, perhaps 70 feet away.
13
Within this square room is a wide, circular pool
of magma. Rising from the pool is a high
pedestal, on which stands the statue of a dwarf.
His left fist rests on his thigh, while his right
hand is held out, palm up, near his chest. Lava
bubbles from this hand and trickles from
between his spread fingers. Small openings
around the pedestal also emit streams of lava
that run down the sides.
Innumerable tiny flames swirl in the air. They
are roughly spherical and dance and dart
about, most hovering close to the pool and the
statue. They swarm in such profusion that discerning the room's details is difficult.
Show the players handout D. This room is an
ancient duergar temple dedicated to their fire god.
Not long ago, a swarm of fly-sized fire elementals
escaped through the portal in area 2-4, and the
temple's heat drew them here. They pose little danger to observers, but a character who spends more
than a few rounds in here, or attempts to take the
statue's treasure, risks attack.
Tactics: The fire elementals attack more out of
instinct than malice. They do not pursue opponents
who leave the room.
Treasure: A secret compartment (Search DC 22)
exists in the pedestal between the statue's feet.
Within the compartment are a few old offerings from
the duergar: a ruby (1,000 gp), four amethysts (50
gp each), and a translucent orange elemental gem
(fire).
Fine Fire Elemental Swarm: CR 6; Fine elemental
(fire, swarm); HD 9d8; hp 40; Init +8; Spd fly 30 ft.
(perfect); AC 21, touch 18, flat-footed 17; Base Atk
+6; Grp -14; Atk swarm (3d6 fire); Full Atk swarm
(3d6 fire); Space/Reach 10 ft./0 ft.; SA Burn; SQ
Darkvision 60 ft., elemental traits, swarm traits,
immune to weapon damage, immunity to fire, vulnerability to cold; AL N; SV Fort +3, Ref +10, Will +3;
Str 3, Dex 19, Con 10, Int 4, Wis 11, Cha 11.
Skills and Feats: Listen +8, Spot +8; Ability
Focus (burn), Alertness, Dodge, Improved Initiative.
SA – Burn (Ex): Those hit by the swarm's attack
must succeed on a DC 16 Reflex save or catch on
fire. The flame burns for 1d4 rounds. A burning creature can take a move action to put out the flame.
Any creature that begins its turn with a fine fire
elemental swarm in its space must succeed on a
DC 16 Fortitude save or catch on fire, as above.
SQ – Swarm Traits: In order to attack, a single
swarm moves into opponents' spaces, which provokes an attack of opportunity. It can occupy the
same space as a creature of any size, since it moves
all over its prey, but remains a creature with a 10-foot
space. Swarms never make attacks of opportunity,
but they can provoke attacks of opportunity.
Unlike other creatures with a 10-foot space, a
swarm is shapeable. It can occupy any four contiguous squares, and it can squeeze through any
space large enough to contain one of its component
creatures.
Swarms are difficult to fight with physical
attacks. However, a weapon with a special ability
such as flaming or frost deals its full energy damage
with each hit, even if the weapon's normal damage
can't affect the swarm.
Area 2-4 – Portal (EL 7):
A vertical magic disc, about 7 feet across, hovers above the floor in this chamber. The disc
reveals another world: a world of flames upon
an endless field of smoldering ash and, in the
distance, volcanoes spouting magma and
smoke. Surrounding this disc are several
snakelike humanoids, clutching pitchforks and
scythes and dividing their nervous attention
between this other world and you. Shattered
weapons, mostly spears, are scattered across
the ground, and half a dozen mummified
human heads lie among them.
Show the players handout E. This room contains a
permanent portal to the Elemental Plane of Fire.
Immolius tried to use his magic to seal it, but he
only partially succeeded, and the portal remains
open about half the time. Immolius has several
enemies back home and is nervous about them following him here; thus, he stations salamander
guards around the portal. The salamanders do not
like their job, because nasty creatures do have a
tendency to come through the portal. Recently, a
cluster of akyanzi – flaming, undead heads that
shatter weapons – blazed through. The salamanders defeated them, but they lost most of their
weapons in the process and now wield captured
farming implements from the humans the klaklin
captured. (Ziz Ka-Seer magically reinforced the
wooden components to protect them from the salamanders' heat.)
The portal radiates strong conjuration magic. A successful dispel magic cast against caster level 18
renders the portal closed and dormant for 1d4 minutes.
Development: Another group of akyanzi waits just
inside the portal, hoping that the salamanders will
leave. If the player characters engage in combat
with the salamanders, that's good enough for the
akyanzi – they scream through the portal.
14
The PCs can step through the portal if they like, but
the Elemental Plane of Fire is unkind to travelers.
See the DMG, Chapter 5: Campaigns, "Plane
Descriptions," Elemental Plane of Fire.
Tactics: The salamanders do the best they can
against the PCs and the akyanzi. The akyanzi dart
about, trying to shatter as many weapons as possible, making no distinction between PC and salamander. If they destroy all their opponents'
weapons, they bite flesh.
Two salamanders wield pitchforks, one a scythe,
and the fourth retains its spear. The pitchforks and
scythe provide different attack statistics.
Flamebrother Salamander with Spear (1): CR 3;
Small outsider (extraplanar, fire); HD 4d8+8; hp 26;
Init +1; Spd 20 ft.; AC 19, touch 12, flat-footed 18;
Base Atk +4; Grp +1; Atk spear +6 melee (1d6+1/x3
plus 1d6 fire); Full Atk spear +6 melee (1d6+1/x3
plus 1d6 fire) and tail slap +4 melee (1d4 plus 1d6
fire); SA Constrict (1d4 plus 1d6 fire), heat, improved
grab; SQ Darkvision 60 ft., immunity to fire, vulnerability to cold; AL NE; SV Fort +6, Ref +5, Will +6; Str
12, Dex 13, Con 14, Int 14, Wis 15, Cha 13.
Skills and Feats: Craft (blacksmithing) +8, Hide
+12, Listen +11, Move Silently +6, Spot +11;
Alertness, Multiattack.
SA – Heat (Ex): A salamander generates so
much heat that its mere touch deals additional fire
damage. Salamanders' metallic weapons also conduct this heat.
Flamebrother Salamanders with Pitchforks (2):
As above, but Atk pitchfork +6 melee (1d4+1); Full
Atk pitchfork +6 melee (1d4+1) and tail slap +4
melee (1d4 plus 1d6 fire).
Flamebrother Salamander with Scythe (1): As
above, but Atk scythe +6 melee (2d4+1/x4); Full Atk
scythe +6 melee (2d4+1/x4) and tail slap +4 melee
(1d4 plus 1d6 fire).
Akyanzi (Sword-Eater) (6): CR 1; Small undead
(fire); HD 1d12; hp 6; Init +3; Spd fly 30 ft. (good);
AC 16, touch 14, flat-footed 13; Base Atk +0; Grp 4; Atk bite +4 melee (1d4); Full Atk bite +4 melee
(1d4); SA Eat enchantment, profane sunder; SQ
Darkvision 60 ft., immunity to fire, smell steel, vulnerability to cold; AL CE; SV Fort +0, Ref +3, Will
+4; Str 10, Dex 16, Con -, Int 11, Wis 14, Cha 10.
Skills and Feats: Escape Artist +7, Hide +11,
Intimidate +4, Knowledge (arcana) +3, Listen +6,
Move Silently +7, Search +4, Sense Motive +4,
Spot +6; Weapon Finesse.
SA – Eat Enchantment (Su): Akyanzi are inherently disruptive to a weapon's magical enchantments. Any time a sword-eater comes into contact
with an enchanted weapon,
whether striking or being struck,
that weapon's special abilities
are suppressed for 1d4 hours.
This is an antimagic effect, rendering the weapon mundane in
all ways.
SA – Profane Sunder (Ex):
Sword-eaters enjoy the benefits
of the Improved Sunder feat, as
well as a +8 profane bonus to
opposed attack rolls when striking weapons. A sword-eater's
bite deals 1d6 points of damage
and ignores hardness. Swordeaters only attack weapons and
shields.
SQ – Smell Steel (Ex):
Akyanzi automatically detect the
presence of any steel objects
within 100 feet. They are able to
determine the general placement
of steel objects, no matter how
small, but gain no special means
of precisely locating secret hiding
places or seeing through disguises. This ability
does not detect any other materials.
Area 2-5 – Eruption (EL 4): The mountain is unstable,
and at this point a small, localized eruption occurs
in the PCs' midst. The eruption is a random occurrence, and at your option can take place at another
area or time. The floor bursts apart, sending flagstone chunks and gobs of magma in all directions.
Eruption: CR 4; natural; random trigger; no reset;
DC 18 Reflex save half; 3d6 points of bludgeoning
damage plus 3d6 points of fire damage to all creatures in a 10-foot diameter; Search DC -; Disable
Device DC -.
unexpected guests have arrived, and
they plan accordingly. See areas 216, 3-11, and 3-12 for more information.
Moving the rubble out of the way of
area 2-7 requires ten DC 15 Strength
checks, each of which takes 1
minute.
Centuries ago, an unknown calamity
threatened the duergar who built this
place, and they fled deeper into the
earth through the hatch in this room.
If the PCs open or bypass the hatch,
they find that it leads into a 10-footdeep shaft that ends in another, similar hatch. Soranna and Immolius,
and possibly other powers, have
attempted to open this second hatch,
but all have failed. What lies beyond
it is a mystery. Magic prevents creatures from teleporting beyond the
second hatch, and both hatches radiate strong abjuration magic.
A DC 25 Knowledge (dungeoneering) or
Knowledge (local) check reveals that the rune on
the hatch(es) is a duergar symbol that roughly
translates as "refuge," with connotations of escape
and doom.
Iron Hatch: 6 in. thick; hardness 10; hp 90; Break
DC 32.
Area 2-7 – Collapsed Tunnel: Fallen debris blocks this
tunnel at both ends and is scattered throughout its
length. The unsure footing and rocky barriers
reduce speed by half. Moving the rubble at one end
requires ten DC 15 Strength checks, each of which
takes 1 minute.
Area 2-8 – Broken Room:
Area 2-6 – Central Room:
This room's far wall is destroyed, perhaps the
victim of an eruption, revealing the irregular
stone cavern beyond. Along the south, east,
and north walls are several lavafalls; they flow
from wide spouts (in the south and north walls)
or holes (in the east) and pour down the walls
into a narrow moat that encircles the floor. You
must pass over a short, arched bridge to enter
the room itself.
The floor of this large, square room is sunken
about 10 feet below the entrance. A series of
shallow steps spans the walls on all sides,
gradually leading down, then back up. The lowest level is about 20 feet by 20 feet, and in its
center is an iron hatch 10 feet wide. A complicated rune is etched in gold onto its surface.
A metal door stands to the south. To the east, a
second door is wrenched and twisted on its
hinges, crushed by rubble.
Any creature that enters this room without speaking
a command phrase ("Ziz, I come") triggers a permanent, silent alarm (caster level 11) that alerts Ziz
Ka-Seer in area 2-16 and Immolius in area 3-12 that
15
One lavafall conceals a secret door. A PC immune
to fire damage can find the door with a DC 25
Search check. Those foolhardy enough to search
the lavafalls without immunity to fire subject themselves to lava damage. There are 6 lavafalls that
must be searched; roll 1d6 to determine how many
are searched before the PC finds the secret door.
Each immersion to lava deals 20d6 damage plus
10d6 damage each round for 1d3 rounds.
12, touch 8, flat-footed 10; Base Atk +1; Grp -16;
Atk spine +8 ranged (1d4 plus poison); Full Atk
spine +8 ranged (1d4 plus poison); Space/Reach 1
ft./0 ft.; SA Poison; SQ Immunity to fire, preternatural awareness; AL N; SV Fort +4, Ref -2, Will +3; Str
1, Dex 2, Con 14, Int 2, Wis 16, Cha 3.
Skills and Feats: Climb +12; Weapon Focus
(spine).
SA – Poison (Ex): Injury, Fortitude DC 12, initial
damage 1d6 Str, secondary damage paralysis for
2d4 minutes.
SQ – Preternatural Awareness (Ex): A harpoon
urchin can sense the presence of everything within
30 feet that touches the water by detecting vibration
and tiny current shifts. It uses its Wisdom modifier
in place of its Dexterity modifier to determine its initiative and ranged attack bonuses.
Area 2-9 – Secret Chamber:
This cave is irregular. A pedestal stands in its
center, and above it floats a fist-sized, translucent silver orb.
Treasure: Soranna hid one of her experiments in
this room. The orb is Soranna's universal elemental
weapon; see page 39 for more information.
Area 2-10 – Failures' Room (EL 8): Ziz Ka-Seer and
Immolius are intelligent and work well together. In
return for Ziz's loyalty, Immolius grants him occasional wishes that enhance his abilities to function
as the efreeti's second-in-command. One of these
wishes is the power to punish those who displease
either of them: Ziz can polymorph beings into
lemures. Many flamebrother salamanders have felt
Ziz's wrath, and the unfortunate souls reside here,
ostensibly a reserve fighting force, but really to
keep them out of everyone's way and as further
punishment.
Area 2-12 – Dead Fall:
To the north, the smooth passageway abruptly
becomes irregular brown stone. A ratty tapestry
depicting knights slaying a dragon hangs from
a tarnished rod, concealing what lies beyond. A
scrap of white cloth attached to the tapestry
bears wavering runes.
Tactics: The former salamanders have orders to
slay any intruders, and the mindless creatures carry
out their orders with blank fervor. They throw themselves into combat with little regard for tactics, but
they do try to gang up on vulnerable opponents.
Lemures (polymorphed flamebrother salamanders) (10): CR 1; Medium outsider (evil, extraplanar, lawful); HD 4d8; hp 18; Init +0; Spd 20 ft.; AC
14, touch 10, flat-footed 14; Base Atk +4; Grp +4;
Atk claw +4 melee (1d4); Full Atk 2 claws +4 melee
(1d4); SQ Damage reduction 5/good or silver, darkvision 60 ft., immunity to fire and poison, mindless,
resistance to acid 10 and cold 10, mindless, see in
darkness; AL LE; SV Fort +4, Ref +4, Will +4; Str
10, Dex 10, Con 10, Int -, Wis 11, Cha 5.
Skills and Feats: Hide +7, Listen +9, Move
Silently +5, Spot +9; Alertness, Multiattack.
SQ – Mindless (Ex): Immunity to mind-affecting
effects (charms, compulsions, phantasms, patterns,
and morale effects).
The runes on the sign read "Bathing Room – No
Peeking!" in Ignan.
Trap: A thin tripwire is strung just north of the tapestry. Tripping it causes several 3-foot-long dead
spiders to tumble from a large wooden box attached
to the ceiling. The mephits in area 2-13 wanted to
protect their lair, and their brilliant trap involved the
spiders biting and poisoning the victims. However,
the mephits forgot to feed their trap.
Dead Spider Trap: CR -; mechanical; location trigger; manual reset; Search DC 15; Disable Device
DC 15.
Area 2-13 – Bathing Room (EL 9):
Area 2-11 – Urchin Pool (EL 1): A deep puddle of
warm (but not damagingly so) water stretches
across the floor here. The pool is 2 feet deep at its
deepest point, and a single harpoon urchin rests
near the center.
Tactics: The urchin fires at any character who
steps into the puddle.
Harpoon Urchin: CR 1; Diminutive magical beast;
HD 1d10+2; hp 8; Init +3; Spd 0 ft., climb 0 ft.; AC
16
A shimmering lava pool fills most of this small
chamber. Three spindly, impish creatures that
look to be composed of magma recline on a
rock in the pool's center, dangling their feet into
the molten fire. They look at you in surprise.
"How did you get past our brilliant spider trap?"
one asks.
"Yeah – their venom could kill an army of flymen," says another. They look at you curiously
and bear their sharp teeth.
Three magma mephits amuse themselves by allying
(temporarily) with Immolius and claim this cave as
their territory. The mephits are malicious but not
immediately dangerous. They chat with the PCs for
entertainment, but offer no truths about anything
unless they feel like it. They are adept at creating
untrue, plausible stories. When they grow bored or
the PCs attack them, they pull their favorite trick –
they combine their forms and become a single
greater fire elemental.
Tactics: The mephit-elemental fights from the lava
pool if it can, denying opponents the ability to flank
it. It can pass through the tunnel separating areas
2-13 and 2-12 by briefly turning back into mephits,
but it does not pursue foes that flee beyond area 212. (Instead, the mephits reappear, cackling madly
at their foes.)
Greater Fire Elemental: CR 9; Huge elemental
(extraplanar, fire); HD 21d8+84; hp 178; Init +12;
Spd 60 ft.; AC 24, touch 16, flat-footed 16; Base Atk
+15; Grp +28; Atk slam +22 melee (2d8+5 plus 2d8
fire); Full Atk 2 slams +22 melee (2d8+5 plus 2d8
fire); Space/Reach 15 ft./15 ft.; SA Burn; SQ
Damage reduction 10/-, darkvision 60 ft., elemental
traits, immunity to fire, vulnerability to cold; AL LE;
SV Fort +11, Ref +20, Will +9; Str 20, Dex 27, Con
18, Int 6, Wis 11, Cha 11.
Skills and Feats: Listen +14, Spot +14;
Alertness, Blind-Fight, Combat Reflexes, Dodge,
Improved Initiative, Iron Will, Mobility, Spring Attack,
Weapon Finesse, Weapon Focus (slam).
SA – Burn (Ex): A fire elemental's slam attack
deals bludgeoning damage plus fire damage from
the elemental's flaming body. Those hit by a fire elemental's slam attack also must succeed on a DC 24
Reflex save or catch on fire. A burning creature can
take a move action to put out the flame.
Creatures hitting a fire elemental with natural
weapons or unarmed attacks take fire damage as
though hit by the elemental's attack, and also catch
on fire unless they succeed on a DC 24 Reflex save.
Area 2-14 – Bezentaine's Tomb (EL 6): The door to
this chamber is locked and secured with arcane
lock (Open Lock DC 35).
Three shallow steps ascend to a platform in this
chamber's center. On the platform rests a large
stone casket. The image of a knight clutching a
longsword and shield is carved into its surface.
Immolius has not yet entered this chamber because
he senses powerful magic and the presence of his
ancient enemy.
Trap: Any living creature that opens the casket falls
victim to a trap that compels him to slay all nearby
creatures. If he does, he then moves out into the hall
to find more creatures to slay. The effect is permanent,
and lasts until the victim dies or a break enchantment
(against caster level 11) removes the curse.
17
Compulsion Trap: CR 6; magical; location trigger;
no reset; victim is compelled to slay nearby creatures, DC 21 Will save resists; Search DC 31;
Disable Device DC 31.
Development: When the PCs look into the sarcophagus, the sword of Bezentaine speaks.
A weary voice sounds from within the casket.
"Greetings to you, whoever you are. I am
Bezentaine. Once I was a man. Now I am an
object, and a forgotten one at that. Tell me: how
long have I been keeping my bones company?
What is the year?"
Bezentaine has been in the casket for over 150
years, a fact that astounds him. Once he overcomes
his shock, he willingly answers any questions the
PCs have. He tells them his history and that of
Soranna (see the Background Story section) and
asks them about the current state of the caves and,
heartbroken, about Soranna. He listens with small
interest, though if the PCs tell him about Immolius,
he responds angrily.
"The efreeti? He lives? Bah! Now that I can see
the light again, I will also see him destroyed!"
In any case, Bezentaine agrees to accompany the
PCs, at least until he has a chance to recover his
senses and figure out if this new world has anything
to offer him. Unfortunately, his years in shadow
have clouded his memory, and his knowledge of the
dungeon's secrets (such as areas 3-5, 3-6, 3-15,
and 3-16) is sketchy at best.
Area 2-16 – Ziz Ka-Seer's Chambers (EL 11):
Treasure: Within the casket is Bezentaine's old,
scorched skeleton. He wears +1 full plate and carries a +2 heavy steel shield and the sword of
Bezentaine; see page 39 for more information.
Area 2-15 – Ziz Ka-Seer's Sitting Room (EL 0 or 7):
This small chamber holds a wrought iron bed,
chair, and desk. Several sheaves of parchment,
an inkbottle, and a cup of quills stand on the
desk.
This room is Ziz Ka-Seer's personal quarters. If the
PCs have made it this far without alerting him, they
probably surprise him here. When the PCs
encounter Ziz Ka-Seer, show them handout F.
This room is well appointed. Several wrought
iron benches and chairs with purple cushions
stand about the room. A wrought iron cabinet
stands against the far wall, and bottles of wine
and other spirits are visible through the mesh
design on its doors. A silver chandelier hangs
from the ceiling, flames burning steadily in its
wide, dripless red candles. In the far corner a
spiral staircase winds down into shadow.
Ziz, a tiefling cleric with a penchant for fire magic,
entered the caves several weeks ago, curious
about Immolius's elemental summons. He allied
himself with the efreeti and now serves as his second-in-command, taking care of details while
Immolius devises new ways to increase his power.
In return for Ziz's loyalty, Immolius has granted the
cleric many wishes, which make him a dangerous
opponent.
The light from this area is visible up to 30 feet away.
Ziz is an imposing figure: he floats just above
ground level and is enclosed in black plate mail with
red highlights. A black velvet cloak hangs from his
shoulders. His gray hair seems to move as if in a
light breeze and his eyes burn with confidence. He
clutches a flaming mace in one mailed hand; two
similar maces float close by.
This chamber functions as Ziz's sitting room. He
plans to use it to meet and impress potential allies.
He also reclines on the benches, reading war histories, when not involved in overseeing Immolius's
affairs or conducting his own schemes.
A pair of eyeholes is drilled into the north wall,
allowing Ziz to keep an eye on this room if he likes.
A hinged metal cover in area 2-16 shuts them when
not in use.
The stairs spiral 25 feet down to area 3-1.
Traps: If Ziz is aware of intruders in the complex
(for instance, if the PCs triggered the alarm in area
2-6), he has scattered scroll-cast glyphs of warding
throughout the room. One glyph triggers when the
PCs pass more than 5 feet into the room, another if
they pass more than 15 feet into it, and a third when
they set foot on the stairs.
Glyphs of Warding (3): CR 4; magical; location
trigger; no reset; 4d8 sonic damage, DC 14 Reflex
save half; Search DC 28; Disable Device DC 28.
Development: If Ziz is aware of intruders, he keeps
tabs on this room through the eyeholes in the north
wall (and via the noisy glyphs of warding). He prepares himself accordingly (see below) and strikes
after the PCs trigger the first glyph, hoping to draw
them into the second while they battle. See area 216 for his tactics.
Treasure: The wine and spirits in the cabinet are
worth 1,000 gp. They weigh 30 pounds.
18
Tactics: If given time to prepare, Ziz casts entropic
shield, divine power, and spell resistance before
entering combat. He allows his dancing maces to
pound his opponents and trusts his formidable
defenses to protect him while he casts mass inflict
light wounds and spontaneously casts some of his
other spells as inflict damage spells. He smites an
opponent when he thinks it can kill her, uses his
spells to counter whatever the PCs throw at him,
and reads his scroll of mass inflict moderate wounds
if they wear down his defenses. After his contingent
cure critical wounds activates, Ziz continues to fight
until reduced to 40 hit points or fewer, at which point
he flees via meld into stone. If forced to do the latter,
he uses a scroll of sending to alert Immolius of the
PCs' presence and, after giving them a good head
start, follows them to the lower level, hoping to hit
them from behind as they battle Immolius.
Treasure: A small iron casket beneath the bed
holds Ziz's wealth: 200 platinum pieces and two
pink diamonds (worth 2,000 gp each).
Ziz Ka-Seer, male tiefling Clr9: CR 11; Medium
outsider (native); HD 9d8+18; hp 94; Init +6; Spd 30
ft.; AC 27, touch 14, flat-footed 26; Base Atk +6; Grp
+9; Atk heavy mace +11 melee (1d8+4); Full Atk
heavy mace +11/+6 melee (1d8+4); SA Darkness,
dancing maces, flaming burst weapons, Ziz's pun-
ishment; SQ Contingency effects, darkvision 60 ft.,
float, immunity to fire, resistance to cold 5 and electricity 5, shield of faith; AL NE; SV Fort +9, Ref +6,
Will +11; Str 16, Dex 14, Con 15, Int 15, Wis 18,
Cha 9.
Skills and Feats: Concentration +18 (includes
bonus from Combat Casting), Knowledge (the
planes) +14, Spellcraft +14, Use Magic Device +11;
Blind-Fight, Combat Casting, Improved Initiative,
Weapon Focus (heavy mace).
SA – Darkness (Sp): Ziz can use darkness
once per day (caster level 9th).
SA – Dancing Maces (Su): When Ziz enters
combat, two floating weapons appear at his sides.
These weapons are identical to the weapon he
wields (they are +1 heavy maces in this case) and
strike at his enemies of their own accord, as if possessed of the dancing property (attacking adjacent
opponents using Ziz's base attack bonus).
SA – Flaming Burst Weapons (Su): All weapons
Ziz wields (and those that appear due to his dancing maces ability) have the flaming burst property.
SA – Ziz's Punishment (Sp): Once per day, Ziz
can use baleful polymorph as a spell-like ability
(caster level 9, save DC 13), except that he can
only use it to polymorph the target into a lemure.
SQ – Contingency Effects (Sp): Both Immolius
and Ziz want to keep the cleric alive, and the liberal use of wishes provides him with many safeguards. When Ziz falls to 80 hit points or fewer, fire
shield (warm shield) and stoneskin spells (both
caster level 10) activate. When he falls to 30 hit
points or fewer, a cure critical wounds spell (also
caster level 10) activates. If Ziz dies, a sending
alerts Immolius of the fact. Each of these effects
occurs only once (unless Ziz and Immolius work to
reestablish them).
SQ – Float (Su): Ziz does not walk, but instead
floats about 6 inches off the floor. He can also traverse relatively stable liquid surfaces, like lava or
calm water. This ability allows him a speed of 30
feet despite his heavy armor.
SQ – Shield of Faith (Sp): A shield of faith constantly protects Ziz, granting him a +3 deflection
bonus to his AC.
Spells (6/6/6/5/4/2, DC 14 + spell level): 0-level
– cure minor wounds, detect magic, guidance, light,
purify food and drink, read magic; 1st-level – bless,
burning hands*, divine favor, doom, entropic shield,
sanctuary; 2nd-level – aid, augury, enthrall, resist
energy, shatter*, zone of truth; 3rd-level – bestow
curse, contagion*, dispel magic, invisibility purge,
meld into stone; 4th-level – dismissal, divine power,
wall of fire*; 5th-level – mass inflict light wounds*,
spell resistance. *Domain spell.
Domains: Destruction, Fire.
Possessions: +2 full plate, +1 heavy steel
shield, +1 heavy mace, +1 cloak of resistance,
potions of cure serious wounds and freedom of
movement, scrolls of gaseous form, glyph of warding (x3; maybe already used), mass inflict moderate
wounds, and sending (x2).
Mount Rolnith Caves, Level 3
This level is originally of duergar make, but Soranna
modified it to suit her own purposes. Immolius, superstitious and searching for esoteric ways to bolster his
power, felt confined in the narrow corridors and ordered
his forces to enlarge them. Thus, much of the level is
now natural stone (the irregular areas on the map), but
a few walls, doors, and rooms remain that speak of the
previous occupants.
The mountain is still uneasy. It rumbles. Pebbles and
larger rocks fall from the ceiling and steam vents form
cracks in the walls and floor.
Ceiling height varies; it is 10 feet in the constructed
rooms and 15 feet or more in the expanded caverns.
This level is unlit unless otherwise noted.
Secret doors on this level have the statistics presented
below, along with other walls and doors as below unless
noted otherwise in the text:
Masonry Stone Wall: 5 ft. thick (at least); hardness 8; hp
900; Break DC 65; Climb DC 25.
Unworked Stone Wall: 5 ft. thick (at least); hardness 8;
hp 900; Break DC 65; Climb DC 20.
Iron Door: 2 in. thick; hardness 10; hp 60; Break DC
28.
Stone Secret Door: 4 in. thick; hardness 8; hp 60;
Break DC 28; Search DC 25.
Wandering Monsters
The PCs have a 10% chance (1-2 on 1d20) every 30 minutes of experiencing a random encounter. Determine the
nature of this encounter by rolling 1d6.
1d6
1
2
3
4-6
Encounter
Fiery magic blast
Falling rocks
Steam vent
Rumbling
The following statistics are provided for easy reference.
Fiery Magic Blast: CR 5; magic; random trigger; 1d4+7
fire to 10-foot area; DC 16 Reflex half.
19
Falling Rocks: CR 4; natural; random trigger; Atk +15
melee (6d6, rocks) multiple targets (all targets in two
adjacent 5-ft. squares).
for 3 rounds before the chamber subsides again
into peace – though for how long is for you to
decide.
Steam Vent: CR 3; natural; random trigger; 5d4 fire in
15-ft. cone, DC 11 Reflex half.
Falling Rock and Steam Blasts: CR 7; magical;
location trigger; no reset; 4d6 bludgeoning damage
and 4d6 fire damage per round, DC 19 Reflex save
half; Search DC -; Disable Device DC -.
Rumbling: The mountain shudders and rumbles.
Pebbles rain from the ceiling and bounce on the ground.
(You may replace this result with other mood-enhancing, harmless effects.)
Area 3-3 – Statue Hall:
Areas of the Map
Area 3-1 – Entrance:
The stairs spiral down into a large, natural cavern. Some portions of the wall appear melted,
while others were obviously worked with mining
tools. Chunks of gray flagstone lie about. To the
east, the cavern abruptly merges with a corridor
of the type seen on the level above: regular and
smooth. A few of the puzzle-piece blocks at the
entrance have been pried away.
The southern wall of this large cavern is composed of the smooth, puzzle-piece-shaped flagstones of the upper level. A dozen or so statues
of humanoids stand near the wall. Some are
tipped over, broken, or melted.
Soranna used flesh to stone on her enemies and
transported them here as trophies. Immolius's minions destroyed some of them in their recent construction efforts, but about half of them remain
intact.
This room is empty. There is a secret door in the
eastern section of the south wall (see stats above).
There is a secret door in the south wall. See page
19 for its stats.
The statues are as follows:
• A masked woman wielding a rapier and a dagger.
Area 3-2 – Chamber of Runes (EL 7):
• A bearded man in a robe, clasping a staff, with
large scorpions swarming over his shoulders.
Diagrams, symbols, and chalked, occult patterns cover every surface of this large chamber.
They appear in maddening profusion and with
no discernible order. The mountain rumbles.
• A man in mail wielding a shattered greatsword.
His head is missing.
Immolius is a great believer in obscure rituals that
he thinks might help him gather strength in this
world. However, he does not really know what he is
doing in this regard, and this chamber's unstable
energies interact with the volcano and the earth
beneath. The presence of living creatures disrupts
the balance.
• A bristling dire weasel. Its tail is snapped off and
lies nearby.
• A terrified young girl. Her left arm is melted away.
• A worried young man clasping his hands at waist
level. Bits of his head, arms, and legs have been
melted, but still visible is his signet ring, which
bears the symbol of a nearby nation's royal family.
A DC 25 Knowledge (arcana) or Knowledge (the
planes) check reveals the purpose behind the
runes: an attempt to harness the volcano's power. A
character who succeeds on this check by 5 or more
realizes that the attempt is a failure and discerns
the consequences of entering the cavern (see
below).
• A pair of boots. The rest of the statue has been
broken away and lies in pieces, scattered about.
(It was an elven archer.)
Trap: When a creature moves into this chamber,
the earth shudders. Pebbles and larger rocks drop
from the ceiling to clatter and crack on the floor. A
vent snaps open in the floor and bellows steam.
• A halfling minstrel carrying a mandolin. His upper
torso has fallen off and lies cracked near his legs.
These occurrences grow more violent the further
the creature moves into the cavern. If a creature
moves more than 25 feet in, the chamber shakes,
huge slabs of rock crash down, and steam vents
crack open in the floor and walls. The effects persist
• The head of a frightened old man.
20
• A haughty woman in a crown, toppled on her side,
holding a dagger behind her back.
• On the ground and broken into many pieces, a
sad-looking dwarf with a mace.
• A serene orc, clad in a bearskin, wielding two short
clubs. He lies facedown, his feet melted into slag.
• An armored woman crouched over a spear.
Draconic wings emerge from her back.
This is an excellent area to plant adventure hooks
and campaign mysteries.
Area 3-4 – The Screaming Collection (EL 6+):
The elements are restless in this cavern. The
air shrieks and carries wisps of fire. The ground
buckles and heaves, almost appearing liquid.
Steam wafts from vents to swirl in the air, joining the chaos. Through it all, barely visible, are
several short, obsidian pillars standing about,
holding various objects. An axe, maybe? A
wand?
Immolius's rituals bind elemental spirits to this
chamber but are unable to control them. The spirits
scream through the cavern, looking for living creatures that may house their essences for a time.
Trap: A living creature that moves more than 10 feet
into this chamber is the subject of an intangible
attack. The swirling energies bear down on him and
enter his body through mouth, nose, ears, and skin.
If he fails a Will save, over the course of a single
painful round he transforms into a Large air, earth,
or fire elemental (equal chance for each, or select
one appropriate for the character's personality and
physical traits). The elemental then battles the
remaining party members. When the PCs slay such
an elemental, their companion reappears, shaken
but unharmed. While the elemental is present, the
possessed PC blacks out and has no knowledge of
what is going on. After the initial attempt at possession, the spirits do not threaten the PCs further
unless they reenter the room.
In addition to gaining experience points for overcoming the trap, award the PCs XP for the elementals they defeat.
Elemental Spirit Trap: CR 6; magical; location trigger; no reset; victim turns into a Large air, earth, or
fire elemental, DC 17 Will save negates; Search DC
-; Disable Device DC -.
Treasure: Before capturing the elemental spirits,
Immolius used this chamber to hold some of the
items he stole from previous adventurers or brought
with him from the Plane of Fire. The PCs can find a
masterwork adamantine dwarven waraxe, a fistsized, uncut amethyst (worth 750 gp), a wand of
cure minor wounds, a hat of disguise, and a Q's
feather token (whip).
Large Air Elemental: CR 5; Large elemental (air,
extraplanar); HD 8d8+24; hp 60; Init +11; Spd fly
100 ft. (perfect); AC 20, touch 16, flat-footed 13;
Base Atk +6; Grp +12; Atk slam +12 melee (2d6+2);
Full Atk 2 slams +12 melee (2d6+2); Space/Reach
10 ft./10 ft.; SA Air mastery, whirlwind; SQ Damage
reduction 5/-, darkvision 60 ft., elemental traits; AL
N; SV Fort +5, Ref +13, Will +2; Str 14, Dex 25, Con
16, Int 6, Wis 11, Cha 11.
21
Skills and Feats: Listen +5, Spot +6; Combat
Reflexes, Dodge, Flyby Attack, Improved Initiative,
Weapon Finesse.
SA – Air Mastery (Ex): Airborne creatures take
a -1 penalty on attack and damage rolls against an
air elemental.
SA – Whirlwind (Su): The elemental can transform itself into a whirlwind once every 10 minutes
and remain in that form for up to 4 rounds. The elemental's movement while in whirlwind form does
not provoke attacks of opportunity. Another creature
might be caught in the whirlwind if it touches or
enters the whirlwind, or if the elemental moves into
or through the creature's space. A creature one or
more size categories smaller than the elemental
must succeed on a DC 16 Reflex save when it
comes into contact with the whirlwind or take 2d6
points of damage. It must also succeed on a second
Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking
the indicated damage each round. A creature that
can fly is allowed a Reflex save each round to
escape the whirlwind. The creature still takes damage but can leave if the save is successful.
Creatures trapped in the whirlwind cannot
move except to go where the elemental carries
them or to escape the whirlwind. Creatures caught
in the whirlwind can otherwise act normally, but
must succeed on a Concentration check (DC 15 +
spell level) to cast a spell. Creatures caught in the
whirlwind take a -4 penalty to Dexterity and a -2
penalty on attack rolls. The elemental can have only
as many creatures trapped inside the whirlwind at
one time as will fit inside the whirlwind's volume.
The elemental can eject any carried creatures
whenever it wishes, depositing them wherever the
whirlwind happens to be.
If the whirlwind's base touches the ground, it
creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to
half the whirlwind's height. The cloud obscures all
vision, including darkvision, beyond 5 feet.
An elemental in whirlwind form cannot make slam
attacks and does not threaten the area around it.
Large Earth Elemental: CR 5; Large elemental
(earth, extraplanar); HD 8d8+32; hp 68; Init -1; Spd
20 ft.; AC 18, touch 8, flat-footed 18; Base Atk +6;
Grp +17; Atk slam +12 melee (2d8+7); Full Atk 2
slams +12 melee (2d8+7); Space/Reach 10 ft./10
ft.; SA Earth mastery, push; SQ Damage reduction
5/-, earth glide, darkvision 60 ft., elemental traits; AL
N; SV Fort +10, Ref +1, Will +2; Str 25, Dex 8, Con
19, Int 6, Wis 11, Cha 11.
Skills and Feats: Listen +6, Spot +5; Cleave,
Great Cleave, Power Attack.
SA – Earth Mastery (Ex): An earth elemental
gains a +1 bonus on attack and damage rolls if both
it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes
a -4 penalty on attack and damage rolls. (These
modifiers are not included in the statistics block.)
SA – Push (Ex): An earth elemental can start a
bull rush maneuver without provoking an attack of
opportunity. The combat modifiers given in Earth
Mastery, above, also apply to the elemental's
opposed Strength checks.
SQ – Earth Glide (Ex): An earth elemental can
glide through stone, dirt, or almost any other sort of
earth except metal as easily as a fish swims
through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other
signs of its presence. A move earth spell cast on an
area containing a burrowing earth elemental flings
the elemental back 30 feet, stunning the creature
for 1 round unless it succeeds on a DC 15 Fortitude
save.
Area 3-5 – Warded Room (EL 10):
Large Fire Elemental: CR 5; Large elemental (fire,
extraplanar); HD 8d8+24; hp 60; Init +9; Spd 50 ft.;
AC 18, touch 14, flat-footed 13; Base Atk +6; Grp
+12; Atk slam +10 melee (2d6+2 plus 2d6 fire); Full
Atk 2 slams +10 melee (2d6+2 plus 2d6 fire);
Space/Reach 10 ft./10 ft.; SA Burn; SQ Damage
reduction 5/-, darkvision 60 ft., elemental traits,
immunity to fire, vulnerability to cold; AL N; SV Fort
+5, Ref +11, Will +2; Str 14, Dex 21, Con 16, Int 6,
Wis 11, Cha 11.
Skills and Feats: Listen +5, Spot +6; Dodge,
Improved Initiative, Mobility, Spring Attack, Weapon
Finesse.
SA – Burn (Ex): A fire elemental's slam attack
deals bludgeoning damage plus fire damage from
the elemental's flaming body. Those hit by a fire elemental's slam attack also must succeed on a DC 17
Reflex save or catch on fire. The flame burns for
1d4 rounds. A burning creature can take a move
action to put out the flame.
Creatures hitting a fire elemental with natural
weapons or unarmed attacks take fire damage as
though hit by the elemental's attack, and also catch
on fire unless they succeed on a Reflex save.
This rectangular room is composed entirely of
white-veined, green marble and is filled with
clear water. The bottom looks to be a uniform
15 feet below the surface. The lake stretches
away into darkness, but 30 feet from the shore
is a small, circular island of marble 15 feet in
diameter.
Soranna created this chamber, and Immolius has
yet to discover it.
This area contains numerous magic protections,
but they do not activate until an intruder approaches the door.
The door on the east wall is marble and allows
access to a small chamber that Soranna used as a
vault. A small slit next to the door is just the right
size to receive the sword of Bezentaine, and sliding
it in opens the door.
Magically Reinforced Stone Door: 4 in. thick;
hardness 16; hp 120; Break DC 48.
Trap: The door itself is not trapped, but the 5-foot
area in front of it is. Anyone stepping up to the door
without speaking the password ("ha'mellia!") triggers a series of magical effects, among them a
glyph of warding that propels the offender backward
25 feet, into the pool (see sidebar for more details
on this new variation on glyph of warding). When
this happens, read or paraphrase the following.
The water in the pool boils – bubbles and froth
writhe on the surface, and steam vents from it.
Bright yellow runes flash in a line along the
walls, one after the other. Within each flash
appears a ferocious, toothy fish that plunges
into the water. The runes flash rapidly around
the chamber, releasing over a dozen such fish
into the pool. A burst of blue light over the island
then reveals three huge glyphs floating in the
air, which vanish, leaving three snake-tailed
creatures in their wake.
The runes release devil fish (vicious, demonic fish
with barbed fins) into the pool, which quickly go
New Glyph of Warding Option
Two types of glyphs of warding exist – blast glyphs and spell glyphs. Usually, blast glyphs simply deal damage,
but a slight variation of the spell allows another option.
Instead of dealing damage with a glyph of warding, the caster may elect to have it blast the victim backward 5
feet per caster level (maximum 25 feet, or 50 feet for a greater glyph of warding). A successful Reflex save
halves this distance (round down to the nearest 5-foot increment). If the path is obstructed, the victim takes 1d6
points of damage for every 5 feet he would have traveled and falls prone. The obstruction takes the same damage; if it is a creature, it may attempt a Reflex save to dodge out of the way.
22
about polluting the water and attacking anything
within. (These particular devil fish have the added
benefit of being immune to fire.) The creatures
appearing on the rocky island are fiendish aquarrans, who launch electricity attacks at intruders.
The steam grants all creatures concealment (20%
miss chance).
does not provoke an attack of opportunity. When
the aquarran thrashes, all creatures within 5 feet
take a -4 penalty on all Swim checks for one round,
and the aquarran gains 25% concealment versus
all ranged attacks from creatures farther than 5 feet
away.
SA – Smite Good (Su): Once per day a fiendish
aquarran can make a normal attack to deal +3 additional damage against a good foe.
SQ – Underwater Sense (Ex): An aquarran can
locate creatures underwater within a 30-foot radius.
This ability negates the effects of invisibility and
poor visibility. It is less effective against creatures
without central nervous systems, such as undead,
oozes, and constructs. An aquarran can locate such
creatures only within a 15-foot radius. Aquarrans
are not fooled by figments while underwater.
The trap also causes all liquid within the chamber to
boil. This includes the lake, obviously, but affects
the PCs' potions as well. A PC who drinks a boiling
potion takes 2d6 points of fire damage.
The trap's effects persist for 12 rounds. After this
time, the water cools (as do the PCs' potions) and
the devil fish and aquarrans, if still alive, return to
their home planes.
Linked Glyph of Warding Trap: CR 5; magical;
location trigger; no reset; victim blasted 25 feet
back (a DC 19 Reflex save halves this distance; see
sidebar for more information); Search DC 29;
Disable Device DC 29.
Fiendish Aquarrans (3): CR 2; Medium outsider
(Water); HD 3d8+6; hp 19; Init +1; Spd 20 ft., swim
60 ft.; AC 18, touch 11, flat-footed 17; Base Atk +3;
Grp +6; Atk trident +6 melee (1d8+4), or trident +4
ranged (1d8+3), or electricity +4 ranged touch (2d6
electricity); Full Atk trident +6 melee (1d8+4, trident)
and tail slap +4 melee (1d4+1 plus 1d6 electricity),
or trident +4 ranged (1d8+3), or electricity +4
ranged touch (2d6 electricity); SA Electrical discharge, improved grab, thrash, smite good; SQ
Amphibious, electricity immunity, underwater
sense, cold and fire resistance 5, spell resistance 6;
AL NE; SV Fort +5, Ref +6, Will +5; Str 16, Dex 13,
Con 14, Int 13, Wis 14, Cha 11.
Skills and Feats: Diplomacy +3, Escape Artist
+7, Hide +7, Intimidate +3, Listen +8, Move Silently
+7, Search +7, Spot +8, Wilderness Lore +5;
Lightning Reflexes, Multiattack.
SA – Electrical Discharge (Ex): Aquarrans generate electricity within their bodies that can be
focused to deliver a shock to their enemies. When
submerged, this shock deals 2d6 points of damage
to all creatures within 5 feet and 1d6 points of damage to all creatures within 10 feet of the creature. A
successful Fortitude save (DC 13) halves this damage. Outside the water, the shock can be focused
into an arc of electricity that targets a single creature within 30 feet, dealing 2d6 points of damage on
a successful ranged touch attack. The aquarran
can use this ability against a creature that it has
grappled, in which case it automatically deals 2d6
points of damage to the grappled creature each
round.
SA – Thrash (Ex): An aquarran can use a move
action to thrash the water around it with its tail. This
Devil Fish (14): CR 1/2; Tiny outsider (aquatic,
chaotic, evil); HD 1d8+1; hp 5; Init +6; Spd swim 20
ft.; AC 15, touch 14, flat-footed 13; Base Atk +1; Grp
-6; Atk bite +3 melee (1d3+1); Full Atk bite +3 melee
(1d3+1) and 2 fin rakes -2 melee (1d2);
Space/Reach 2 1/2 ft./0 ft.; SA Pollute; SQ
Darkvision 60 ft., immunity to fire; AL CE; SV Fort
+3, Ref +4, Will +2; Str 13, Dex 15, Con 12, Int 10,
Wis 10, Cha 7.
Skills and Feats: Listen +4, Spot +4; Improved
Initiative.
SA – Pollute (Ex): Three times per day, a devil
fish may infuse a 5-foot sphere of water surrounding it with an inky darkness that allows the fish total
concealment; attackers have a 50% miss chance
and must guess at the fish's location. The darkness
has no effect on the devil fish, since it has darkvision. The ability also has a residual effect of poisoning the water. A solitary devil fish cannot foul any
body of water bigger than a large pool, but in a full
school, streams and harbors can be choked with its
filth. This contact poison has a DC of 22, an initial
damage of 1d12 hp, and a secondary damage of
1d6 temporary Constitution damage.
Area 3-6 – Small Vault:
23
This marble chamber is bare save for a blocky
desk at one end. Several objects rest on its surface.
Treasure: Scattered on the desk are several empty
vials, a potion of reduce person (5th-level), and a
thin white tube. This tube has a small cap that can
be pried open, revealing a recess that houses a
tightly rolled scroll. The scroll contains the arcane
spells color spray and mirror image. The tube's interior is silver and etched with divine symbols; it functions as a wand of cure light wounds (50 charges).
A +1 heavy steel shield of arrow catching leans
against the desk. The shield's front resembles an
enormous skull; its mouth opens wide to snare missile weapons.
Area 3-7 – Icy Protection (EL 7): The steel door leading into this room is locked (Open Lock DC 26) and
cold to the touch. Within, frost lines the walls.
This bare room is constructed of polished, gray
blocks, each two feet square. Two enormous
blocky humanoids seemingly carved from ice
stand along the south wall.
This chamber and the two beyond it were once
Soranna's private sanctum. The temperature here
is 20 degrees; it is a bit warmer in areas 3-8 and 39, but still below freezing.
Soranna created the ice golems here and magically protected them against her enemies' fire. She left
them here when she vanished, and here they
remain. Immolius remembers them with anger and
fear and has not been able to overcome them.
The golems attack all intruders, but are subservient
to Bezentaine. If he accompanies the PCs, he commands them to withdraw.
Tactics: The ice golems use their breath weapons
immediately, then close to melee. They fight until
destroyed or their opponents flee.
Ice Golems (2): CR 5; Large construct (cold); HD
7d10+30; hp 68; Init -1; Spd 20 ft. (can't run); AC
14, touch 8, flat-footed 14; Base Atk: +5; Grp: +12;
Atk slam +7 melee (2d6+3 plus 1d6 cold); Full Atk 2
slams +7 melee (2d6+3 plus 1d6 cold);
Space/Reach 10 ft./10 ft.; SA Breath weapon, cold;
SQ Construct traits, magic immunity, damage
reduction 5/adamantine, resistance to fire 20,
immunity to cold, vulnerability to fire; AL N; SV Fort
+2, Ref +1, Will +2; Str 17, Dex 9, Con -, Int -, Wis
11, Cha 1.
SA – Breath Weapon (Su): First or second
round of combat; blast of cold air, 20-ft. cone directly in front of the golem; Reflex save (DC 15) halves,
5d6 points of cold damage.
SA – Cold (Ex): An ice golem's body generates
intense cold, dealing 1d6 points of damage with its
touch. Creatures attacking an ice golem unarmed
or with natural weapons take cold damage each
time their attacks hit.
SQ – Magic Immunity (Ex): An ice golem is
immune to all spells, spell-like abilities, and supernatural effects, except as follows. Lightning-based
effects slow it (as the spell) for 2d6 rounds. Coldbased effects heal all of its lost hit points; the ice
golem rolls no saving throw against cold effects.
Fire-based spells deal damage normally (though
note these ice golems' fire resistance).
24
Area 3-8 – Prison:
A wall of iron bars bisects this small room. The
area beyond the bars is a cell, in which is
trapped a man-sized, snakelike humanoid. It
lifts a weary head from its tail and looks at you
with an unreadable expression.
This area is a holding cell for those who fall victim
to the trap in area 3-10. Its occupant, the average
salamander Volosizz, was once the leader of all the
salamanders allied with Immolius. He ran afoul of
the trap several weeks ago and has seen no one
since.
Volosizz speaks Common and converses with the
PCs if they like, having little else to do. He does not
inform the characters of the trap that landed him
here, hoping they will fall prey to it; he says that he
blacked out one day and when he returned to his
senses he was here.
Volosizz tries to convince the PCs to free him. He
promises whatever he must to persuade them to do
so, but he is conniving and plans to ambush the
PCs at an appropriate time in order to win his way
back into Immolius's good graces.
The bars are magically reinforced and the door to
the cell enhanced with arcane lock.
Iron Bars: 2 in. thick; hardness 20; hp 120; Break
DC 45.
Barred Door: 2 in. thick; hardness 20; hp 120;
Break DC 45; Open Lock DC 30.
Volosizz, Average Salamander: CR 6; Medium
outsider (extraplanar, fire); HD 9d8+18; hp 58; Init
+1; Spd 20 ft.; AC 18, touch 11, flat-footed 17; Base
Atk +9; Grp +11; Atk spear +11 melee (1d8+3/x3
plus 1d6 fire); Full Atk spear +11/+6 melee
(1d8+3/x3 plus 1d6 fire) and tail slap +9 melee
(2d6+1 plus 1d6 fire); Reach 5 ft. (10 ft. with tail);
SA Constrict 2d6+1 plus 1d6 fire, heat, improved
grab; SQ Damage reduction 10/magic, darkvision
60 ft., immunity to fire, vulnerability to cold; AL NE;
SV Fort +8, Ref +7, Will +8; Str 14, Dex 13, Con 14,
Int 14, Wis 15, Cha 13.
Skills and Feats: Bluff +11, Craft (blacksmithing) +19, Diplomacy +3, Disguise +1 (+3 acting), Hide +11, Intimidate +3, Listen +8, Move
Silently +11,Search +12, Spot +8; Alertness,
Multiattack, Power Attack.
SA – Heat (Ex): A salamander generates so
much heat that its mere touch deals additional fire
damage. Salamanders' metallic weapons also conduct this heat.
25
Area 3-9 – Soranna's Study:
This bare, cold room holds little besides a stone
desk and wooden chair. Sheets of parchment
and scraps of paper litter the desk's surface
and the floor around it. An iron-banded wooden
bucket stands near the desk.
This room was Soranna's study. She took most of
her possessions with her when she left and
destroyed some others to keep them from falling
into enemy hands. She was not as thorough as she
could have been, however, and a few items remain.
Treasure: Three of the sheets of parchment on the
desk are scrolls, all containing arcane spells. The
first bears protection from arrows and knock, the
second stinking cloud and stoneskin, and the third
ice storm and dimension door.
same time the victim teleports to area 3-8, the trap
creates an illusion of his dead body impaled on the
spikes at the bottom of the pit.
The trap and all its components reset after 5 minutes.
The scraps of paper are mostly worthless or incomprehensible (containing bits of words and phrases),
but a few are complete enough to be legible. Give
the players handout G.
The wooden bucket is a bucket of holding. It functions exactly as a bag of holding (type II), save that
it is a bucket. Equipment from those who fall into
the trap in area 3-10 appears in the bucket. It currently holds Volosizz's spear.
Transporting Pit Trap: CR 5; mechanical and
magical; location trigger; automatic reset (5 minutes); victim transported to area 3-8 and his equipment to area 3-9; Search DC 29; Disable Device
DC 24.
Area 3-11 – Immolius's Antechamber:
Sovereign glue affixes the bucket to the floor.
Removing the bucket from this room severs its link
to the trap, and teleported equipment falls to the
floor in the bucket's original place.
Area 3-10 – Transporting Pit Trap (EL 5): A pit trap
occupies a 15-foot-long area of the hallway. Illusion
helps conceal the trap.
After Volosizz fell prey to the trap, Immolius tried to
think of some way for his minions to bypass it, and
inventing a solution was Ziz Ka-Seer's first task. A
small cluster of runes appears on the north wall on
either side of the pit; a creature that touches one
teleports to the other, as dimension door. A DC 15
Search check allows a character to discover these
runes, and a DC 20 Knowledge (arcana) check
identifies their use.
A creature passing beyond this point, using the
dimension door runes or otherwise, triggers a permanent, inaudible alarm (caster level 11) that alerts
Immolius of intruders.
Trap: A creature that falls into the pit plummets 20
feet before being teleported, naked, to area 3-8.
The victim’s clothing and his equipment appear in
the bucket of holding in area 3-9. The pit, however,
is 40 feet deep. Steel spikes line its bottom. At the
26
Runes, diagrams, and geometric shapes cover
all surfaces in this cavern. At first glance, the
symbols appear laid out at random, but a
longer look reveals a faint, growing impression
of order.
A flame flickers in the cavern's center, then coalesces into an 11-foot-tall, muscular humanoid
with orange-red skin. Flames dance on his
head in lieu of hair and lick along his hairless
skin. A small stone orbits his head. A glaive is
slung across his back, and he holds his arms
crossed in front of his chest. "Welcome," he
speaks in a rumbling bass. "I am Immolius. You
gentlemen have done a splendid job of gaining
my interest. What brings you to my domain?"
Show the players handout H. This is not Immolius;
it is an illusion. Immolius's extensive rituals have
produced one small triumph, and that is his ability
to use project image in this area and in area 3-12.
While his phantom self converses with the PCs,
Immolius is invisible in area 3-12.
Immolius is more curious than afraid. He asks
details as to how the PCs bypassed his traps and
bested his minions. He sees them as potential
allies, and offers them places at his side. He proposes the same conditions that Ziz Ka-Seer accepted: if they agree to serve him, he will grant them
wishes in order to help them do so. To cement their
loyalty, the first wish he grants to them is one of
uncompromising loyalty to him and an oath never to
harm him, directly or indirectly, or, through inaction,
allow him to be harmed. If the PCs take Immolius
up on this offer, he carries through with his end of
the bargain – but the only way the PCs will be free
from his service is if someone else shows up and
slays the efreeti.
If the PCs rebuff or attack Immolius, the efreeti
laughs before vanishing. He waits for them in area
3-12.
Area 3-12 – Immolius's Chambers (EL 12): This
chamber is almost identical in appearance to area
3-11, save that a stone bookshelf on one wall holds
several thick tomes. Immolius spends most of his
time here, researching new ceremonies and trying
anything he can to enhance his powers.
Tactics: Immolius waits until the PCs move into the
room before swooping down from behind them and
attacking, becoming visible (and gaining his sneak
attack damage) as he does so. He laughs loudly,
saying, "You should have accepted my offer, mortals! Now you will burn!"
Immolius's tactics are straightforward, as he enjoys
melee combat. While invisible he casts bull's
strength on himself and uses detect good to pinpoint the best target. He smites a good PC on his
first attack, hoping to overwhelm and kill an opponent early. He uses quickened scorching ray for the
first 3 rounds in addition to his attacks, targeting the
same opponent he attacks. He eliminates wizardtypes first, then rogues, clerics, and finally fighters.
If reduced to 25 hit points or fewer, he flees via
invisibility, gaseous form, and/or polymorph self. He
then casts cure moderate wounds and cure light
wounds on himself and attempts to join with Ziz KaSeer, if the cleric still lives, who can further heal his
wounds. He tracks down the PCs with a
vengeance.
Immolius, Male Efreeti Blackguard4: CR 12;
Large
outsider
(extraplanar,
fire);
HD
4d10+10d8+28; hp 95; Init +7; Spd 15 ft. (armor –
base 20 ft.), fly 30 ft. (armor – base 40 ft.) (perfect);
AC 26, touch 10, flat-footed 25; Base Atk +14; Grp
+25; Atk glaive +21 melee (2d8+11/x3); Full Atk
glaive +21/+16 melee (2d8+11/x3) or 2 slams +20
melee (1d8+7 plus 1d6 fire); Space/Reach 10 ft./10
ft. (15 ft. with glaive); SA Aura of despair, change
size, heat, smite good 1/day, sneak attack +1d6,
spell-like abilities; SQ Aura of evil, command
undead, dark blessing, darkvision 60 ft., detect
good, immunity to fire, plane shift, poison use,
27
telepathy 100 ft., vulnerability to cold; AL LE; SV
Fort +16, Ref +14, Will +13; Str 24, Dex 17, Con 14,
Int 12, Wis 15, Cha 17.
Skills and Feats: Bluff +16, Craft (calligraphy)
+14, Concentration +19, Diplomacy +11, Disguise
+3 (+5 acting), Intimidate +22, Listen +15, Move
Silently +16, Sense Motive +15, Spellcraft +14,
Spot +15; Cleave, Combat Reflexes, Improved
Initiative, Improved Sunder, Power Attack, Quicken
Spell-Like Ability (scorching ray).
SA – Aura of Despair (Su): Immolius radiates a
malign aura that causes enemies within 10 feet of
him to take a -2 penalty on all saving throws.
SA – Change Size (Sp): Twice per day,
Immolius can magically change a creature's size.
This works just like an enlarge person or reduce
person spell (Immolius chooses when using the
ability), except that the ability can work on
Immolius. A DC 14 Fortitude save negates the
effect. The save DC is Charisma-based. This is the
equivalent of a 2nd-level spell.
SA – Heat (Ex): Immolius's red-hot body deals
1d6 points of extra fire damage whenever he hits in
melee, or in each round he maintains a hold when
grappling.
SA – Smite Good (Su): Once a day, Immolius
may attempt to smite good with one normal melee
attack. He adds +3 to his attack roll and deals 4
extra points of damage. If he accidentally smites a
creature that is not good, the smite has no effect but
it is still used up for that day.
SA – Spell-Like Abilities: At will-detect magic,
produce flame, pyrotechnics (DC 15), scorching ray
(1 ray only); 3/day – invisibility, wall of fire (DC 17);
1/day – grant up to three wishes (to nongenies
only), gaseous form, permanent image (DC 19),
polymorph (self only). Caster level 12th. The save
DCs are Charisma-based.
SQ – Aura of Evil (Ex): The power of Immolius's
aura of evil (see the detect evil spell) is equal to his
blackguard level (4).
SQ – Command Undead (Su): Immolius can
command and rebuke undead. He commands
undead as a 2nd-level cleric.
SQ – Detect Good (Sp): At will, Immolius can
use detect good as a spell-like ability, duplicating
the effect of the detect good spell.
SQ – Poison Use: Immolius is skilled in the use
of poison and never risks accidentally poisoning
himself when applying poison to a blade.
Spells (2/2, DC 12 + spell level): 1st-level –
cause fear, cure light wounds; 2nd-level – bull's
strength, cure moderate wounds.
Possessions: Large +1 glaive, +1 glamered full
plate, pale lavender ioun stone (7 spell levels
remaining).
Area 3-13 – Illusory Wall: The corridor seems to come
to an end here. Immolius created the wall, a permanent image (DC 18), to keep Tharaxis at bay.
The spider has no desire to leave area 3-15, but
Immolius and Ziz ran afoul of it several weeks ago
and do not want it interfering with their plans.
Show the players handout I. At one time, magic held
the floating rock chunks level in the air and bridges
stretched from one to another, allowing for easy
crossing. Time and Immolius's meddling have disrupted the spells, however, and the rocks now bob
in the air.
Area 3-14 – Wall of Chill:
The rocks are roughly 15 feet apart and 15 feet
from the ledges. A character attempting to leap from
one to another gains a +2 circumstance bonus on
her Jump checks if she waits until her target rock is
below her current one, which generally takes 2
rounds (the rocks move 15 feet per round).
Characters who fall plummet 50 feet into the giant
spider web, which breaks their fall (they take no
damage) but holds them fast. Such a character can
make a DC 19 Escape Artist or Strength check to
pull herself upright and walk on the web; however,
she must succeed on such a check each round to
avoid being entangled.
A shimmering, translucent blue wall stretches
across the corridor.
This is a wall of chill (see sidebar) that Ziz erected
as further defense against Tharaxis. The creature
seemed immune to fire attacks, so Ziz dug out an
old scroll and created this wall of chill. The cold
flows toward area 3-15.
Area 3-15 – Chamber of the Guardian (EL 8):
A vast cavern stretches before you. The ceiling
is perhaps 50 feet overhead, the floor perhaps
50 feet below you – except there is no floor. In
its place is a vast network of white threads,
each as thick as an arm, like an immense spider web stretched taut between the walls. In the
gaps between the threads you can see farther
down, perhaps another 30 feet, to a lake of
seething magma. The ruddy light shines up
through the web, casting eerie patterns against
the walls.
A vertical web, gossamer thin and difficult to detect
(DC 20 Spot check) stretches from wall to wall
before the last two rock chunks, though there is a
10-foot gap between it and the sheet web below.
Flying or jumping characters may run into this web
and become stuck fast.
The webs are the work of Tharaxis, a half-fiend
Huge monstrous spider brought to intelligence by a
variant of the awaken spell. Soranna gave Tharaxis
his mind and bid him guard this area against all
comers, and the spider has never questioned her
request. He is content here.
Large chunks of rock, each one perhaps 10 or
15 feet across, float in the air. They are at
roughly the same level you are, but bob up and
down, alternating between being 15 feet above
and 15 feet below your level. The rocks look to
have been torn violently from the mountain, as
their tops are flat but their bottoms irregular and
long, like great stone teeth.
The door on the far ledge is magically sealed and
reinforced. A slit to the door's right allows
Bezentaine's sword to slide in, and doing so opens
the door.
At the cavern's far end, 100 feet away or more,
is a ledge with a single, gleaming door.
Magically Reinforced Steel Door: 4 in. thick;
hardness 16; hp 120; Break DC 48.
Wall of Chill
Evocation [Cold]
Level: Druid 5, Sorcerer/Wizard 4
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Translucent sheet of cold up to 20 ft. long/level or a ring of cold with a radius of up to 5 ft. per two levels; either
form 20 ft. high
Duration: Concentration + 1 round/level
Saving Throw: None
Spell Resistance: Yes
This spell functions like wall of fire, except that it deals cold damage.
Arcane Material Component: A bit of ice, snow, or frost.
28
Tactics: Tharaxis dwells in a cave near the lower
web. He waits until one or more intruders have
started crossing the cavern, relying on its natural
difficulty to separate them, before swooping out of
hiding and attacking. He is a canny opponent, and
begins any battle with unholy blight and strategically placed darkness spells to hinder his foes' movement. Tharaxis enjoys throwing webs at opponents
and dragging them off the rocks to tumble to his
web below. After he has separated and/or incapacitated the intruders, he attacks them individually
with his bite. Unless his target is obviously not of
good alignment, he smites good on his first melee
attack. If reduced to 20 hit points or fewer, Tharaxis
retreats to his cave to recover.
Tharaxis, Awakened Half-Fiend Huge Monstrous
Spider: CR 8; Outsider (augmented vermin, native);
HD 10d10+30; hp 85; Init +3; Spd 30 ft., climb 20 ft.,
fly 30 ft. (average); AC 19, touch 14, flat-footed 14;
Base Atk +10; Grp +24; Atk bite +15 melee (2d6+6
plus poison) or +15 web ranged (special); Full Atk
bite +15 melee (2d6+6 plus poison) and 2 claws +12
melee (1d8+3) or +15 web ranged (special);
Space/Reach 15 ft./10 ft.; SA Poison, smite good,
spell-like abilities, web; SQ Damage reduction
5/magic, darkvision 60 ft., low-light vision, immunity
to fire and poison, resistance to acid 10, cold 10, and
electricity 10, SR 20, tremorsense 60 ft.; AL NE; SV
Fort +10, Ref +11, Will +3; Str 23, Dex 21, Con 16,
Int 17, Wis 10, Cha 7.
Skills: Bluff +4, Climb +27, Concentration +9,
Diplomacy +4, Hide +18 (+26 in web), Jump +19,
Listen +6, Move Silently +18 (+26 in web), Sense
Motive +6, Spot +13, Use Rope +11; Combat
Reflexes, Flyby Attack, Multiattack, Weapon Focus
(bite).
SA – Poison (Ex): DC 18, initial and secondary
damage 1d8 Str.
SA – Smite Good (Su): Once per day Tharaxis
can make a normal melee attack to deal 10 extra
damage against a good foe.
SA – Spell-Like Abilities: 3/day – darkness, poison (DC 12); 1/day – contagion (DC 11), desecrate,
unholy blight (DC 12). Caster level 10.
SA – Web (Ex): Tharaxis can throw a web eight
times per day. This is similar to an attack with a net
but has a maximum range of 50 feet, with a range
increment of 10 feet, and is effective against targets
up to one size category larger than the spider.
An entangled creature can escape with a DC
19 Escape Artist check or burst it with a DC 23
Strength check. Both are standard actions.
Tharaxis also creates sheets of sticky webbing.
Approaching creatures must succeed on a DC 20
Spot check to notice a web; otherwise they stumble
into it and become trapped as though by a suc-
cessful web attack. Attempts to escape or burst the
webbing gain a +5 bonus if the trapped creature
has something to walk on or grab while pulling free.
Each 5-foot section has 14 hit points, and sheet
webs have damage reduction 5/-. Tharaxis's web is
immune to fire damage.
Tharaxis can move across his own web at his
climb speed and can pinpoint the location of any
creature touching his web.
SQ – Tremorsense (Ex): Tharaxis can detect
and pinpoint any creature or object within 60 feet in
contact with the ground, or within any range in contact with his webs.
Area 3-16 – The Vault:
29
This square room is composed of silver-flecked
gold marble. Shelves are carved into the walls,
and wooden desks and tables stand about.
Soranna used this room as a vault to hold most of
her treasure. She took much of it with her, but a few
items remain.
Treasure: Scattered about the room, the PCs may
find an ebony lesser metamagic rod of empower
topped with a violet glass sphere, a battered copper
ring of sustenance, a pair of red leather gloves of
Dexterity +2, an application of universal solvent in a
shallow clay pot, and a lacquered jewelry box
(worth 50 gp). In the box's lower compartment is a
Q's feather token (fan) and a silver chain sporting a
turquoise carved in the shape of a sea turtle (worth
250 gp). In clasps upon the underside of the box's
lid are glass vials containing an elixir of hiding and
potions of eagle's splendor and darkvision. Propped
against the wall is a masterwork quarterstaff with
molded grips.
Conclusion
Appendix 1: New Monsters
The landscape looks unchanged as you emerge from
the caves beneath Mount Rolnith. The volcano still rumbles disconcertingly, and smoke still licks from its peak.
Perhaps in time it will settle again, now that you have
destroyed the dark forces within it.
The harpoon urchin, klaklin, and fire elemental swarm
are entirely new monsters unique to this adventure. The
other new monsters presented below – the akyanzi,
aquarran, devil fish, ice golem, and lassoo – come from
several third-party sources generous enough to allow
us to use their creations through the Open Gaming
License. If you need even more great monsters, be sure
to check out the sources: Minions: Fearsome Foes
(Bastion Press), Penumbra Bestiary (Atlas Games),
Tome of Horrors (Necromancer Games), and the various adventures available from direkobold.com.
If the PCs have the sword of Bezentaine, after they slay
Immolius and return to the surface, the spirit laments.
The sword of Bezentaine stirs in its sheath. "My
friends," it says in a weary voice. "We have done what I
needed to do. The efreeti is dead. This world holds
nothing for me any more. I am tired. Please, shatter this
blade, that my spirit may be free. I have been too long
without my beloved. Perhaps I will find her in the afterlife."
The PCs can attempt to reason with Bezentaine, but he
does not wish to continue his unlife. If they refuse his
wish, he pits his will against his wielder. (See the DMG,
Chapter 7: Magic Items, "Intelligent Items," Items
Against Characters.)
Eventually, word reaches the surrounding areas of the
PCs and their triumph below the mountain. Most members of the populace find it hard to believe that they
were in such danger, but they recognize the PCs for the
heroes they are and cheer their passage through their
lands. They run to them with gifts of bread or vegetables
or words of thanks.
For slaying Immolius and making the land safe once
again, award the PCs an XP story award as if they had
overcome a CR 10 creature. Grant them an additional
500 XP each if they fulfilled Bezentaine's wish and
destroyed the sword.
If you wish to advance some of the storylines introduced
in this adventure, several options are available. Mount
Rolnith may subside again into dormancy, but it may
also erupt, and the surrounding people will be in need
of heroes to save them from destruction and protect
them while they rebuild. Creatures from the Elemental
Plane of Fire may come through the portal in area 2-4,
and thoughtful PCs would look into sealing or eliminating it. Immolius's rivals might come seeking their enemy
and, when they discover that he is slain, may take an
interest in the PCs' exploits. Soranna may have accomplished her goal and become a lich – perhaps she is the
secret power behind the throne in a nearby kingdom.
The ancient duergar fled beneath the world long ago,
and perhaps they, or the calamity from which they fled,
will appear again.
AKYANZI
Small Undead (Fire)
Hit Dice:
1d12 (6 hp)
Initiative:
+3
Speed:
Fly 30 ft. (good)
AC:
16 (+2 natural, +3 Dex, +1 size),
touch 14, flat-footed 13
BAB/Grapple:
+0/-4
Attack:
Bite +4 melee (1d4)
Full Attack:
Bite +4 melee (1d4)
Space/Reach:
5 ft./5 ft.
Special Attacks: Eat enchantment, profane sunder
Special Qualities: Darkvision 60 ft., immunity to fire,
smell steel, vulnerability to cold
Saves:
Fort +0, Ref +3, Will +4
Abilities:
Str 10, Dex 16, Con -,
Int 11, Wis 14, Cha 10
Skills:
Escape Artist +7, Hide +11,
Intimidate +4, Knowledge (arcana)
+3, Listen +6, Move Silently +7,
Search +4, Sense Motive +4, Spot
+6
Feats:
Weapon Finesse
Environment:
Any land and underground
Organization:
Cluster (2-5) or pack (5-20)
Challenge Rating: 1
Treasure:
None
Alignment:
Always chaotic evil
Advancement:
2-3 HD (Small), 4-5 HD (Medium)
Level Adjustment: –
This disembodied, mummified head swoops through
the air, cackling and shrieking. It trails fire as it darts
around, sniffing.
Akyanzi, also called sword-eaters, are disproportionately large humanoid heads. Fire wreathes them. How they
came to be is unknown, but evil priests and necromancers sometimes employ them to weaken opponents. Akyanzi can sniff out steel, and their greatest joy,
if they can experience such an emotion, is shattering
metal. Their bite also drains the enchantments from
weapons.
30
AQUARRAN
COMBAT
Akyanzi swoop about a battlefield, searching out
weapons to shatter. They make little distinction between
friend and foe, and only if they have destroyed all available weapons do they turn their bites on living beings.
Eat Enchantment (Su): Akyanzi are inherently disruptive to a weapon's magical enchantments. Any time a
sword-eater comes into contact with an enchanted
weapon, whether striking or being struck, that weapon's
special abilities are suppressed for 1d4 hours. This is
an antimagic effect, rendering the weapon mundane in
all ways.
Profane Sunder (Ex): Sword-eaters enjoy the benefits
of the Improved Sunder feat, as well as a +8 profane
bonus to opposed attack rolls when striking weapons. A
sword-eater's bite deals 1d6 points of damage and
ignores hardness. Sword-eaters only attack weapons
and shields.
Smell Steel (Ex): Akyanzi automatically detect the
presence of any steel objects within 100 feet. They are
able to determine the general placement of steel
objects, no matter how small, but gain no special means
of precisely locating secret hiding places or seeing
through disguises. This ability does not detect any other
materials.
Medium-size Outsider (Water)
Hit Dice:
3d8+6 (19 hp)
Initiative:
+1
Speed:
20 ft., swim 60 ft.
AC:
18 (+1 Dex, +7 natural), touch 11,
flat-footed 17
BAB/Grapple:
+3/+6
Attack:
Trident +6 melee (1d8+4), or trident +4 ranged (1d8+3)
Full Attack:
Trident +6 melee (1d8+4, trident)
and tail slap +4 melee (1d4+1 plus
1d6 electricity), or trident +4
ranged (1d8+3)
Face/Reach:
5 ft. by 5 ft./5 ft.
Special Attacks: Electrical discharge, improved
grab, thrash
Special Qualities: Amphibious, electricity immunity,
underwater sense
Saves:
Fort +5, Ref +6, Will +5
Abilities:
Str 16, Dex 13, Con 14,
Int 13, Wis 14, Cha 11
Skills:
Diplomacy +3, Escape Artist +7,
Hide +7, Intimidate +3, Listen +8,
Move Silently +7, Search +7, Spot
+8, Wilderness Lore +5
Feats:
Lightning Reflexes, Multiattack
Environment:
Any underground
Organization:
Solitary, pair, or cluster (4-6)
Challenge Rating: 2
Treasure:
Standard
Alignment:
Usually neutral evil
Advancement:
4-6 HD (Medium) or by character
class
Level Adjustment: +3
This creature has the torso and upper body of a
humanoid; its lower body is long and serpentine, reminiscent of a great eel. Scales, fins and other piscine features cover its upper body. Lances of electricity occasionally play across its skin.
These strange creatures hail from the Elemental Plane
of Water, where they have a successful society, due in
large part to their empathy with the native creatures.
These serpentine creatures live in massive rock shelves
that float free all over their home plane. They take what
they need from other denizens of the plane, and occasionally cross over to the Material Plane to gather
slaves or fulfill some other mission.
Rather than breathing through gills like most aquatic
creatures, on the Prime Material Plane aquarrans
breath through the means of two respiratory glands on
either side of their throats. These glands can be extracted and used to allow surface dwellers to breathe under-
31
COMBAT
Aquarrans prefer to fight underwater, where they have
the advantage over land-based opponents. They are
equally comfortable fighting above ground, however,
and show no mercy to anyone in combat.
Electrical Discharge (Ex): Aquarrans generate electricity within their bodies that can be focused to deliver
a shock to their enemies. When submerged, this shock
deals 2d6 points of damage to all creatures within 5 feet
and 1d6 points of damage to all creatures within 10 feet
of the creature. A successful Fortitude save (DC 13)
halves this damage. Outside the water, the shock can
be focused into an arc of electricity that targets a single
creature within 30 feet, dealing 2d6 points of damage
on a successful ranged touch attack. The aquarran can
use this ability against a creature that it has grappled, in
which case it automatically deals 2d6 points of damage
to the grappled creature each round.
Improved Grab (Ex): In order to use this ability, the
aquarran must hit an opponent no larger than Medium
with its tail slap attack.
water. The glands must be placed in the creature's
mouth to take effect. Each set of glands will allow one
creature to breathe underwater for 10 minutes.
Aquarrans resemble the salamanders that roam the
Elemental Plane of Fire, having long, serpentine bodies
capped by a humanoid torso, head, and arms. Their
scales range from pale white to sea greens and blues,
and their skin is often blue or green streaked with white
or black, depending on their bloodline. The aquarrans'
favored weapon is a wicked five-forked trident that they
wield with ferocious skill.
These creatures are summoned to the Material Plane
by shamans of many underwater races, most often
those of the sahuagin or locathah. They summon them
to act as shock troops or to guard a location against
enemy incursions, and several dozen aquarrans will
often be gated in before a major battle.
Thrash (Ex): An aquarran can use a move action to
thrash the water around it with its tail. This does not provoke an attack of opportunity. When the aquarran
thrashes, all creatures within 5 feet take a -4 penalty on
all Swim checks for one round, and the aquarran gains
25% concealment versus all ranged attacks from creatures farther than 5 feet away.
Amphibious (Ex): Aquarrans can survive out of the
water for 1 hour per 2 points of Constitution.
Underwater Sense (Ex): An aquarran can locate creatures underwater within a 30-foot radius. This ability
negates the effects of invisibility and poor visibility. It is
less effective against creatures without central nervous
systems, such as undead, oozes, and constructs. An
aquarran can locate such creatures only within a 15foot radius. Aquarrans are not fooled by figments while
underwater.
Feats: Aquarrans have the Multiattack feat, even without the requisite three natural weapons.
Aquarrans reproduce by laying eggs, which must be
incubated in special spawning pools. These pools must
be kept in a beneficial condition throughout the gestation process. Eggs hatch into small aquarrans who
reach maturity within 6 months of their hatching.
Aquarrans speak Aquan. Some also speak Common,
especially if they have an ongoing relationship with
someone on the Material Plane.
32
DEVIL FISH
FIRE SNAKE
Tiny Outsider (Aquatic, Chaotic, Evil)
Hit Dice:
1d8+1 (5 hp)
Initiative:
+6
Speed:
Swim 20 ft.; 10% can fly 10 ft.
(poor)
AC:
15 (+1 natural, +2 Dex, +2 size),
touch 14, flat-footed 13
BAB/Grapple:
+1/-6
Attack:
Bite +3 melee (1d3+1)
Full Attack:
Bite +3 melee (1d3+1) and 2 fin
rakes -2 melee (1d2)
Space/Reach:
2-1/2 ft./0 ft.
Special Attacks: Pollute
Special Qualities: Darkvision 60 ft.
Saves:
Fort +3, Ref +4, Will +2
Abilities:
Str 13, Dex 15, Con 12,
Int 10, Wis 10, Cha 7
Skills:
Listen +4, Spot +4
Feats:
Improved Initiative
Environment:
Aquatic
Organization:
Solitary or school (5-15)
Challenge Rating: 1/2
Treasure:
None
Alignment:
Always chaotic evil
Advancement:
2-3 HD (Tiny)
Level Adjustment: –
Small Outsider (Extraplanar, Fire)
Hit Dice:
2d8+2 (11 hp)
Initiative:
+3
Speed:
20 ft. (4 squares), climb 20 ft.
Armor Class:
17 (+1 size, +3 Dex, +3 natural),
touch 14, flat-footed 14
BAB/Grapple:
+2/-2
Attack:
Bite +6 melee (1d4 plus paralysis)
Full Attack:
Bite +6 melee (1d4 plus paralysis)
Space/Reach:
5 ft./5 ft.
Special Attacks: Paralysis
Special Qualities: Darkvision 60 ft., immunity to fire,
outsider traits, vulnerability to cold
Saves:
Fort +4, Ref +6, Will +4
Abilities:
Str 10, Dex 17, Con 12,
Int 1, Wis 12, Cha 7
Skills:
Balance +14, Climb +14, Hide +10,
Listen +8, Spot +8
Feats:
Weapon Finesse
Environment:
Elemental Plane of Fire
Organization:
Solitary or pack (2-5)
Challenge Rating: 1
Treasure:
No coins; standard goods (gems
only); no items
Alignment:
Always neutral
Advancement:
3-5 HD (Small); 6 HD (Medium)
Level Adjustment: –
Slick, smelly oil clouds the water around this toothy fish.
Barbs sprout from its many long, waving fins.
Devil fish are not fish. They are evil beings from another plane that befoul any liquid they encounter. Though
they are intelligent, they do not speak.
COMBAT
Vicious, bad-tempered, and territorial, devil fish attack
any other creature within reach.
This creature looks like a snake with reddish-orange
scales and stark white eyes without pupils.
A fire snake resembles a normal snake and ranges in
size from 2 feet to 6 feet in length. Fire snakes make
their homes in fires and rarely journey more than 30 feet
from such an open flame. Sages conjecture that fire
snakes are some form of larval salamander from the
Elemental Plane of Fire.
Pollute (Ex): Three times per day, a devil fish may
infuse a 5-foot sphere of water surrounding it with an
inky darkness that allows the fish total concealment.
Attackers have a 50% miss chance and must guess at
the fish's location. The darkness has no effect on the
devil fish, since it has darkvision. The ability also has a
residual effect of poisoning the water. A solitary devil
fish cannot foul any body of water bigger than a large
pool, but in a full school, streams and harbors can be
choked with its filth. This contact poison has a DC of 22,
an initial damage of 1d12 hp, and a secondary damage
of 1d6 temporary Constitution damage.
33
COMBAT
A fire snake's preferred method of attack is to hide in a
nearby fire and then surprise its foes as they come
nearby. A fire snake attacks by biting its opponents with
its sharp fangs.
Paralysis (Ex): A creature hit by a fire snake's bite must
succeed on a DC 11 Fortitude save or be paralyzed for
1d6 minutes. The save DC is Constitution-based.
Skills: Fire snakes have a +4 racial bonus on Hide,
Listen, and Spot checks and a +8 racial bonus on Balance
and Climb checks. A fire snake can always choose to take
10 on a Climb check, even if rushed or threatened. Fire
snakes use either their Strength modifier or Dexterity
modifier for Climb checks, whichever is higher.
GOLEM, ICE
Large Construct (Cold)
Hit Dice:
7d10+30 (68 hp)
Initiative:
-1
Speed:
20 ft. (4 squares)
Armor Class:
14 (-1 size, -1 Dex, +6 natural),
touch 8, flat-footed 14
BAB/Grapple:
+5/+12
Attack:
Slam +7 melee (2d6+3 plus 1d6
cold)
Full Attack:
2 slams +7 melee (2d6+3 plus 1d6
cold)
Space/Reach:
10 ft./10 ft.
Special Attacks: Breath weapon, cold
Special Qualities: Construct traits, damage reduction
5/adamantine, darkvision 60 ft.,
immunity to cold, immunity to
magic, low-light vision, vulnerability
to fire
Saves:
Fort +2, Ref +1, Will +2
Abilities:
Str 17, Dex 9, Con -,
Int -, Wis 11, Cha 1
Skills:
–
Feats:
–
Environment:
Any
Organization:
Solitary
Challenge Rating: 5
Treasure:
None
Alignment:
Always neutral
Advancement:
8-14 HD (Large); 15-21 HD (Huge)
Level Adjustment: –
This automaton is nearly twice as tall as a normal
human and seems to be chiseled from ice and snow.
The ice golem is a humanoid formed of roughly chiseled
ice, standing 10 feet tall and weighing around 800
pounds. Ice golems at rest appear to be normal ice
sculptures and are often mistaken as such (DC 20 Spot
check to notice the creature is alive).
COMBAT
An ice golem usually opens combat with its breath
weapon. An ice golem never uses weapons or wears
armor, preferring to attack with its powerful fists. Fire is
an effective means of combating these creatures. (Note
that the ice golems in this adventure were given magical resistance to fire by Soranna when she created
them. They are an exception to the usual creation
process.)
Breath Weapon (Su): Blast of cold air, 20-foot cone,
once every 1d4+1 rounds; 5d6 points of cold damage,
Reflex DC 15 for half. The save DC is Constitutionbased and includes a +2 racial bonus.
Cold (Ex): An ice golem's body generates intense cold,
dealing 1d6 points of damage with its touch. Creatures
attacking an ice golem unarmed or with natural
weapons take this same cold damage each time one of
their attacks hit.
Immunity to Magic (Ex): An ice golem is immune to
any spell or spell-like ability that allows spell resistance.
In addition, certain spells and effects function differently against the creature, as noted below.
Lightning-based effects slow an ice golem (as the spell)
for 2d6 rounds. Cold-based effects heal all of its lost hit
points.
34
CONSTRUCTION
An ice golem's body must be constructed from a single
block of ice weighing at least 1,000 pounds. The ice is
treated with magical powders and unguents worth at
least 500 gp.
Assembling the body requires a successful DC 15 Craft
(sculpting) check.
CL 12th; Craft Construct (see the MM), chill touch, cone
of cold, geas/quest, polymorph any object, resist energy (cold), caster must be at least 12th level; Price
19,600 gp; Cost 10,050 gp + 765 XP.
HARPOON URCHIN
Diminutive Magical Beast
Hit Dice:
1d10+2 (8 hp)
Initiative:
+3
Speed:
0 ft., climb 0 ft. (see below)
AC:
12 (+4 size, +2 natural, -4 Dex),
touch 8, flat-footed 10
BAB/Grapple:
+1/-16
Attack:
Spine +8 ranged (1d4 plus poison)
Full Attack:
Spine +8 ranged (1d4 plus poison)
Space/Reach:
1 ft./0 ft.
Special Attacks: Poison
Special Qualities: Immunity to fire, preternatural
awareness
Saves:
Fort +4, Ref -2, Will +3
Abilities:
Str 1, Dex 2, Con 14,
Int 2, Wis 16, Cha 3
Skills:
Climb +12*
Feat:
Weapon Focus (spine)
Environment:
Warm aquatic
Organization:
Solitary, clump (2-5), or colony (612)
Challenge Rating: 1
Treasure:
Standard
Alignment:
Always neutral
Advancement:
2-4 HD (Diminutive), 5-8 HD (Tiny)
Level Adjustment: –
This small creature is a spiny orange ball. It moves
slowly across the ground.
A harpoon urchin is a magic subspecies of urchin,
adapted to live in the sulfur-rich waters of thermal hot
springs. It resembles a normal urchin in many respects,
but its precognizant awareness of its environment
makes it a dangerous foe. It launches poison spines at
any creature within range, and then slowly crawls over
to feed on its victim.
A harpoon urchin is a bit larger than a normal urchin,
almost a foot in diameter, with spines up to 4 inches
long. It is bright orange with yellow at the tips of its
spines.
Harpoon urchins are unintelligent. Some creatures have
learned to use harpoon urchin colonies as traps and
weapons.
COMBAT
A harpoon urchin can sense everything within the water
in a 30-foot radius. It fires its spines at any living creature that moves within range. After paralyzing a victim,
the urchin crawls over to it to feed. Sometimes other
creatures develop symbiotic relationships with the
urchins and are safe from their attacks.
Harpoon urchins effectively have an unlimited supply of
spines. They have a 30 foot maximum range with no
range increments.
Poison (Ex): Injury, Fortitude DC 12, initial damage 1d6
Str, secondary damage paralysis for 2d4 minutes. The
save DC is Constitution based.
Preternatural Awareness (Ex): A harpoon urchin can
sense the presence of everything within 30 feet that
touches the water by detecting vibration and tiny current
shifts. It uses its Wisdom modifier in place of its
Dexterity modifier to determine its initiative and ranged
attack bonuses.
* Skills: A harpoon urchin has a +8 racial bonus on
Climb checks.
Movement: Harpoon urchins crawl along the ground at
35
an agonizingly slow rate, moving about 6 inches in a
round (5 feet every minute). They can crawl up walls
and along overhangs as easily as on the floor.
KLAKLIN
Klaklin speak their own language, which is composed of
complex series of clicks they produce by means of
armored flaps on their throats. They do not possess
vocal cords and cannot speak most other languages.
COMBAT
Klaklin
Medium Monstrous Humanoid
Hit Dice:
2d8+4 (13 hp)
Initiative:
+5
Speed:
30 ft. (6 squares), swim 20 ft. (4
squares)
AC:
17 (+1 Dex, +6 natural), touch 11,
flat-footed 16
BAB/Grapple:
+2/+4
Attack:
Claw +4 melee (1d6+2)
Full Attack:
2 claws +4 melee (1d6+2)
Space/Reach:
5 ft./5 ft.
Special Attacks: Improved grab, poison
Special Qualities: Darkvision 60 ft., hold breath,
immunity to fire
Saves:
Fort +2, Ref +4, Will +3
Abilities:
Str 15, Dex 12, Con 14,
Int 9, Wis 11, Cha 10
Skills:
Balance +9, Listen +5, Swim +10*,
Spot +4
Feats:
Alertness, Improved Initiative
Environment:
Mountains and underground
Organization:
Group (3-10), clan (10-30), or tribe
(31-50)
Challenge Rating: 2
Treasure:
Half standard
Alignment:
Usually neutral evil
Advancement:
By character class
Level Adjustment: +2
Klaklin prefer to rush into combat to tear apart their
adversaries, but they follow orders from their leaders
and occasionally employ more complicated tactics.
They use their fire immunity to full advantage and try to
drag opponents into magma or boiling water. Klaklin
cannot use weapons, but the tendrils around their forearms can hold wands or small darts.
Improved Grab (Ex): To use this ability, a klaklin must
hit with a claw attack.
Hold Breath (Ex): A klaklin can hold its breath for a
number of rounds equal to ten times its Constitution
score.
Skills: *Klaklin feet are clawed, allowing them to maintain their footing on unsure surfaces. A klaklin has a +8
racial bonus on Balance checks.
A klaklin has a +8 racial bonus on any Swim check to
perform some special action or avoid a hazard. It can
always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while
swimming, provided it swims in a straight line.
The humanoid stands almost seven feet tall. Plates of
grayish-red carapace cover its body, and its overall
impression is insectoid and crustacean. Two black,
reflective eyes dominate its elongated head, and a
straight, cylindrical beak protrudes from its face. Its
arms end in long claws. Wrapped about its forearms are
two tentacles that twitch and dance.
Klaklin are fierce humanoids that live around volcanoes
and other areas of extreme heat. They are reminiscent
of lobsters, but their bodies, particularly their heads, are
insectoid. They aggressively protect their territory from
all comers. Sometimes more powerful creatures, such
as red dragons or efreet, dominate klaklin tribes and
force them to work for them.
Klaklin are at home in lava and enjoy swimming and
bathing in it. The tentacles around their forearms are
too weak to carry weapons, but klaklin use them for deft
manipulation and moving small objects. Most klaklin are
grayish-red, but other colors and combinations of colors
are possible, including black, orange, and dark green.
36
KLAKLIN, SOLDIER
Medium Monstrous Humanoid
Hit Dice:
4d8+8 (26 hp)
Initiative:
+5
Speed:
30 ft. (6 squares), swim 20 ft. (4
squares)
AC:
19 (+1 Dex, +8 natural), touch 11,
flat-footed 18
BAB/Grapple:
+4/+7
Attack:
Claw +8 melee (1d6+3 plus 1d4
and poison)
Full Attack:
2 claws +8 melee (1d6+3 plus 1d4
and poison)
Space/Reach:
5 ft./5 ft.
Special Attacks: Improved grab, poison
Special Qualities: Darkvision 60 ft., hold breath,
immunity to fire
Saves:
Fort +3, Ref +5, Will +5
Abilities:
Str 17, Dex 12, Con 15,
Int 8, Wis 12, Cha 9
Skills:
Balance +9, Listen +7, Swim +11*,
Spot +6
Feats:
Alertness, Improved Initiative,
Weapon Focus (claw)
Environment:
Mountains and underground
Organization:
Solitary, pair, squad (3-5), or troop
(6-11)
Challenge Rating: 3
Treasure:
Half standard
Alignment:
Usually neutral evil
Advancement:
By character class
Level Adjustment: +3
These klaklin are larger and fiercer than their cousins.
They serve as the tribe's elite combatants, and in any
klaklin group, 20 to 40 percent of them are soldiers. A
soldier klaklin's forearm tentacles end in bony, triangular blades, and the klaklin produces a numbing poison
that coats these weapons. When a soldier klaklin hits
with a claw attack, the tentacle automatically strikes the
victim as well.
Poison (Ex): Injury, Fortitude DC 14, initial and secondary damage 1d4 Dex. The save DC is Constitution
based.
KLAKLIN AS CHARACTERS
Klaklin are intelligent and able to take levels in character classes, but few are disciplined enough to become
anything other than warriors. Most klaklin tribes include
a shaman, however, who is an adept, cleric, or sorcerer. Klaklin clerics can choose from the Destruction, Fire,
and War (favored weapon: claw) domains.
Klaklin characters possess the following racial traits.
• +4 Strength, +2 Dexterity, +4 Constitution, -2
•
•
•
•
•
•
•
•
•
•
•
•
•
•
•
Intelligence
Medium size.
A klakin's base land speed is 30 feet. Its base swim
speed is 20 feet.
Darkvision out to 60 feet.
Racial Hit Dice: A klaklin begins with two levels of
monstrous humanoid, which provide 2d8 Hit Dice, a
base attack bonus of +2, and base saving throw
bonuses of Fort +0, Ref +3, and Will +3.
Racial Skills: A klaklin's monstrous humanoid levels
give it skill points equal to 2 x (2 + Int modifier). Its
class skills are Balance, Climb, Listen, Spot, Move
Silently, and Swim.
Racial Feats: A klaklin's monstrous humanoid levels
give it one feat.
+6 natural armor bonus.
+8 racial bonus on Balance checks.
A klaklin gains Alertness as a bonus feat.
Natural weapons (see above): Claws.
Special Attack (see above): Improved grab.
Special Qualities (see above): Hold breath, immunity to fire.
Automatic Language: Klaklin.
Favored Class: Fighter.
Level Adjustment: +2.
LASSOO
Medium Aberration
Hit Dice:
3d8+9 (22 hp)
Initiative:
+2
Speed:
5 ft.
AC:
20 (+8 natural, +2 Dex), touch 12,
flat-footed 18
BAB/Grapple:
+2/+8
Attack:
Tongue +9 melee touch (special),
or bite +8 melee (2d4+6)
Full Attack:
Tongue +9 melee touch (special),
or bite +8 melee (2d4+6)
Space/Reach:
5 ft./5 ft. (25 ft. with tongue)
Special Attacks: Improved grab (tongue)
Special Qualities: Camouflage
Saves:
Fort +4, Ref +3, Will +4
Abilities:
Str 22, Dex 14, Con 17,
Int 2, Wis 12, Cha 5
Skills:
Listen +5, Hide +13, Spot +8
Feats:
Alertness, Weapon Focus (tongue)
Environment:
Underground
Organization:
Solitary or cluster (2-16)
Challenge Rating: 2
Treasure:
Standard
Alignment:
Always neutral
Advancement:
4-5 HD (Medium), 6-9 HD (Large)
Level Adjustment: –
37
SWARM, FINE FIRE ELEMENTAL
The stalactite splits vertically, revealing a mouth full of
sharklike teeth. A thin, impossibly long tongue snakes
out.
The lassoo is a rare and unusual predator. It is an
upside-down, cone-shaped beast, with a thick muscular
foot at its top that it uses to attach itself to cavern ceilings. The lassoo's lower portion consists of an alligatorlike mouth containing a long, sticky tongue. The beast is
covered with a thick, stony hide that makes the lasso
look more like a natural stalactite than a living creature.
The lassoo's tongue can stretch up to 25 feet to grab
food. In addition to its deceptive appearance, a lassoo
relies on a chameleon-like camouflage ability to surprise its prey.
COMBAT
The lassoo waits in caverns for tasty creatures to walk
beneath it. When a Medium or smaller opponent comes
within its range, it attacks with its tongue and uses its
improved grab ability to pick up the victim and bring him
to its mouth. The lassoo's tongue attack is quick; it usually attacks with surprise.
Fine Elemental (Fire, Swarm)
Hit Dice:
9d8 (40 hp)
Initiative:
+8
Speed:
Fly 30 ft. (perfect)
AC:
21 (+4 size, +4 Dex, +3 natural),
touch 18, flat-footed 17
BAB/Grapple:
+6/-14
Attack:
Swarm (3d6 fire)
Full Attack:
Swarm (3d6 fire)
Space/Reach:
10 ft./0 ft.
Special Attacks: Burn
Special Qualities: Darkvision 60 ft., elemental traits,
swarm traits, immune to weapon
damage, immunity to fire, vulnerability to cold
Saves:
Fort +3, Ref +10, Will +3
Abilities:
Str 3, Dex 19, Con 10,
Int 4, Wis 11, Cha 11
Skills:
Listen +8, Spot +8
Feat:
Ability Focus (burn), Alertness,
Dodge, Improved Initiative
Environment:
Elemental Plane of Fire
Organization:
Solitary, blaze (2-4 swarms), or
inferno (5-8 swarms)
Challenge Rating: 6
Treasure:
None
Alignment:
Always neutral
Advancement:
None
Level Adjustment: –
Innumerable candle flames swirl through the air.
Individually weak, together these miniscule fire elementals form a tangible threat. They are capricious, as likely to cluster and attack as they are to dance madly but
leave potential victims alone. They enjoy setting things
alight. A fine fire elemental swarm cannot enter water or
any other nonflammable liquid.
Fire elementals speak Ignan, though they rarely choose
to do so.
Camouflage (Ex): Like a chameleon, the lassoo can
change its color to match its surroundings, improving its
Hide skill. Lassoos have a +10 circumstance bonus to
Hide checks. Among stalactites, this bonus improves to
+20.
COMBAT
Improved Grab (Ex): To use this ability, the lassoo
must hit a Medium or smaller creature with its tongue
attack. It can then attempt to start a grapple as a free
action without provoking an attack of opportunity. If it
wins the grapple check, it draws the opponent to its
mouth and can bite.
Burn (Ex): Those hit by the swarm's attack must succeed on a DC 16 Reflex save or catch on fire. The flame
burns for 1d4 rounds. A burning creature can take a
move action to put out the flame. The save DC is
Constitution-based.
Like any swarm, a fine fire elemental swarm seeks to
surround and attack anything it encounters. A swarm
deals 3d6 points of fire damage to any creature whose
space it occupies at the end of its move.
Any creature that begins its turn with a fine fire elemental swarm in its space must succeed on a DC 16
38
Fortitude save or catch on fire. The flames burn for 1d4
rounds, as described above. The save DC is
Constitution-based.
Swarm Traits: In order to attack, a single swarm moves
into opponents' spaces, which provokes an attack of
opportunity. It can occupy the same space as a creature
of any size, since it moves all over its prey, but remains
a creature with a 10-foot space. Swarms never make
attacks of opportunity, but they can provoke attacks of
opportunity.
Unlike other creatures with a 10-foot space, a swarm is
shapeable. It can occupy any four contiguous squares,
and it can squeeze through any space large enough to
contain one of its component creatures.
Swarms are extremely difficult to fight with physical
attacks. However, a weapon with a special ability such
as frost deals its full energy damage with each hit, even
if the weapon's normal damage can't affect the swarm.
Appendix 2: New Magic Items
Soranna's Universal Elemental Weapon: This silver
orb is about the size of a fist. The wizard Soranna
designed it as a weapon that automatically customizes
itself to suit both its wielder and its foes.
When a character grasps the sphere, it changes immediately into a weapon. If the bearer has the Greater
Weapon Focus or Weapon Focus feat, it changes into a
weapon of the appropriate type. If the bearer has neither feat, the orb changes into a random weapon with
which he is proficient. The orb remains in that form until
another character grasps it or the bearer releases it for
a period of 24 hours. In the former case, it becomes a
weapon suitable to its new owner; in the latter, it returns
to its natural form.
Soranna's universal elemental weapon is a +2 weapon
of the appropriate type. When the wielder successfully
hits a creature with the weapon, if that creature has vulnerability to an energy type, the weapon immediately
becomes sheathed in that energy (acid, cold, electricity,
fire, or sonic) and deals an extra 2d6 points of energy
damage with every successful attack. However,
Soranna has not perfected this item, and the wielder
takes 2d6 points of energy damage every round. When
the weapon is sheathed or stowed, it loses its energy
properties until it again strikes a creature with energy
vulnerability.
Soranna's universal elemental weapon can imbue itself
with only one energy type at a time.
Strong transmutation; CL 15th; Craft Magic Arms and
Armor, fireball, ice storm, lightning bolt, M's acid arrow,
polymorph any object, and shout; Price 24,000 gp.
The Sword of Bezentaine: +1 keen bastard sword; AL
N; Int 10, Wis 14, Cha 14; speech, 120 ft. vision, and
hearing; Ego score 12.
Lesser Powers: Bless 6/day.
Special Purpose: To protect Soranna and slay her enemies. Since Soranna is gone, Bezentaine's purpose is
to defeat her ancient enemy Immolius and his minions.
Dedicated Power: Gains the frost quality.
Personality: Bezentaine is kind, but he is tired of his
existence. He misses Soranna and does not understand why she left him alone in the caves. He resents
her for asking him to make such a sacrifice and then
discarding him. He wonders what happened to her, but
his weariness is overpowering. He hates Immolius and
wants to defeat him for good; after that, he wants the
sword, himself, shattered, so that his spirit will be free to
go to its final rest.
Strong transmutation; CL; Craft Magic Arms and Armor,
keen edge; Price 16,335.
39
Appendix 3: Pregenerated Characters
Basic Stats
Character
Sex
Race
Class/Level
CR
Size
Height
Weight
Alignment
AC
Touch AC
Flat-footed AC
Hit Points
Speed
Initiative
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
Fort Save
Ref Save
Will Save
Armor
Yaxon Grey
M
Gnome
Fighter 8
8
Small
3' 2"
48 lb.
LG
23
14
20
72
20 ft.
+7
20
16
14
8
8
8
+8
+5
+3
Mithral full plate
Spells Per Day
Melee Bonus
Ranged Bonus
Melee Dmg Adj.
BAB
Grapple
None
+14
+11
+5
+8
+9
Valoran
M
Dwarf
Rogue 8
8
Medium
4' 9"
200 lb.
NG
21
15
16
32
20 ft.
+5
10
20
10
18
8
6
+4
+13
+3
+1 mithral
breastplate of
silent moves
None
+6
+11
+0
+6
+6
Tinus Pettybags
M
Halfling
Cleric 8
8
Small
3' 4"
43 lb.
CG
26
12
25
47
15 ft.
+5
12
12
10
8
20
16
+7
+4
+11
+2 full plate,
+2 heavy steel
shield
6/6/5/5/4
+8
+8
+1
+6
+3
"Bruiser" (Lynette)
F
Human
Wizard 8
8
Medium
5' 8"
150 lb.
NG
12
11
11
40
30 ft.
+5
8
12
14
19
10
11
+5
+6
+7
None
4/5/4/4/3
+3
+5
-1
+4
+3
Domains & Spellbooks
Tinus Pettybags:
Destruction, Fire
Bruiser
0-arcane mark, dancing lights, daze, detect magic, detect poison, disrupt undead, flare,
ghost sound, light, mage hand, mending, open/close, prestidigitation, ray of frost, read
magic, resistance; 1-comprehend languages, disguise self, feather fall, identify, mage
armor, magic missile; 2-darkvision, invisibility, mirror image, resist energy, scorching ray,
see invisibility; 3-dispel magic, displacement, fireball, lightning bolt; 4-dimension door,
globe of invulnerability, greater invisibility, stoneskin
40
Skills & Feats
Skills
Feats
Yaxon Grey
Climb +16
Combat Reflexes, Greater Weapon Focus (gnome hooked
hammer),Improved Critical (gnome hooked hammer),
Improved Initiative, Iron Will, Two-Weapon Fighting,
Weapon Focus (gnome hooked hammer), Weapon
Specialization (gnome hooked hammer)
Valoran
Climb +10, Decipher Script+16,
Disable Device +15, Escape
Artist +15, Hide +15, Listen
+10, Move Silently +20, Open
Lock +16, Search +15, Spot
+10, Tumble +15, Use Magic
Device +9
Point Blank Shot, Precise Shot,
Tinus Pettybags
Concentration +11
Combat Casting, Improved Initiative, Extra Turning
Bruiser
Concentration +12, Knowledge
(arcana) +15, Knowledge
(dungeoneering) +12, Knowledge (geography) +8, Knowledge (history) +15, Knowledge (local) +8, Knowledge
(the planes) +15, Spellcraft +15
Craft Wand, Greater Spell Focus (transmutation),
Improved Initiative, Scribe Scroll, Spell Focus
(transmutation), Spell Penetration
Rapid Shot
Weapons & Equipment
Weapons
Magic Items
Other Items
Yaxon Grey
+2/+1 gnome hooked hammer,
masterwork composite
longbow (+2), 20 arrows
Gauntlets of ogre power,
two potions of cure
moderate wounds
Backpack with water
skin, three day's trail
rations, bedroll, flint
and steel
Valoran
+1 composite longbow
of shock, 60 arrows, dagger
Cloak of resistance +2,
gloves of Dexterity +2,
four potions of cure
moderate wounds
Backpack with water
skin, three day's trail
rations, bedroll, sack,
flint and steel, masterwork thieves' tools,
grappling hook with 50 ft.
of silk rope
Tinus Pettybags
Masterwork sickle,
masterwork light crossbow,
20 bolts
Wands of bless (50 charges),
cure light wounds (50 charges)
doom (50 charges), and
inflict light wounds (50
charges); scrolls of bull's
strength (x5), dismissal,
freedom of movement,
neutralize poison, remove
curse, spell immunity (8thlevel), and water breathing
Backpack with water
skin, three day's trail
rations, bedroll, sack,
3 sunrods, torch,
spell component pouch,
holy symbol
Bruiser
Dagger, quarterstaff,
crossbow, 20 bolts
Amulet of natural armor +1,
cloak of resistance +1,
lesser silent metamagic rod,
pearl of power (1st-level, x2),
pearl of power (2nd-level),
wand of scorching ray
(50 charges), scrolls of
identify (x2) and knock (x2)
Backpack with water
skin, one day's trail
rations, bedroll, sack,
flint and steel, spell
component pouch,
spellbook, 1,000 gp
of diamond dust (for
stoneskin), ten 100-gp
pearls (for identify).
41
Players’ Handout A
Trim along dotted line.
Players’ Handout B
Permission granted to photocopy this page for personal use.
42
Players’ Handout C
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Permission granted to photocopy this page for personal use.
Players’ Handout D
43
Players’ Handout E
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Players’ Handout F
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44
Players’ Handout G
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Permission granted to photocopy this page for personal use.
Players’ Handout H
45
Players’ Handout I
This printing of Dungeon Crawl Classics #19:
The Volcano Caves is done under version 1.0 of
the Open Gaming License, version 5 of the D20
System Trademark License, version 4 of the D20
System Trademark Logo Guide, and the System
Reference Document by permission from Wizards
of the Coast, Inc. Subsequent printings will incorporate final versions of the license, guide and document.
Designation of Product Identity: The following items are hereby designated as Product Identity
in accordance with Section 1(e) of the Open Game
License, version 1.0: Any and all Dungeon Crawl
Classics logos and identifying marks and trade
dress; all proper nouns, capitalized terms, italicized
terms, artwork, maps, symbols, depictions, and
illustrations, except such elements that already
appear in the System Reference Document.
Designation of Open Content: Subject to the
Product Identity designation above, all creature and
NPC statistic blocks are designated as Open
Gaming Content, as well as all material derived
from the SRD or other open content sources.
Some of the portions of this book which are
delineated OGC originate from the System
Reference Document and are copyright © 1999,
2000 Wizards of the Coast, Inc. The remainder of
these OGC portions of these book are hereby
added to Open Game Content and, if so used,
should bear the COPYRIGHT NOTICE “Dungeon
Crawl Classics #19: The Volcano Caves by Luke
Johnson, copyright 2005 Goodman Games (contact [email protected], or see www.goodman-games.com)”
Dungeon Crawl Classics #19: The Volcano
Caves is copyright © 2005 Goodman Games.
Dungeons & Dragons ® and Wizards of the
Coast ® are Registered Trademarks of Wizards of
the Coast, and are used with Permission. Open
game content may only be used under and in the
terms of the Open Game License.
‘d20 System’ and the ‘d20 System’ logo are
Trademarks owned by Wizards of the Coast and
are used according to the terms of the d20 System
License version 1.0. A copy of this license can be
found at www.wizards.com.
OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of
the Coast, Inc. and is Copyright 2000 Wizards of
the Coast, Inc (“Wizards”). All Rights Reserved.
1. Definitions: (a)”Contributors” means the
copyright and/or trademark owners who have contributed Open Game Content; (b)”Derivative
Material” means copyrighted material including
derivative works and translations (including into
other computer languages), potation, modification,
correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in
which an existing work may be recast, transformed
or adapted; (c) “Distribute” means to reproduce,
license, rent, lease, sell, broadcast, publicly display,
transmit or otherwise distribute; (d)”Open Game
Content” means the game mechanic and includes
the methods, procedures, processes and routines
to the extent such content does not embody the
Product Identity and is an enhancement over the
prior art and any additional content clearly identified
as Open Game Content by the Contributor, and
means any work covered by this License, including
translations and derivative works under copyright
law, but specifically excludes Product Identity. (e)
“Product Identity” means product and product line
names, logos and identifying marks including trade
dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents,
language, artwork, symbols, designs, depictions,
likenesses, formats, poses, concepts, themes and
graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams,
personas, likenesses and special abilities; places,
locations, environments, creatures, equipment,
magical or supernatural abilities or effects, logos,
symbols, or graphic designs; and any other trademark or registered trademark clearly identified as
Product identity by the owner of the Product
Identity, and which specifically excludes the Open
Game Content; (f) “Trademark” means the logos,
names, mark, sign, motto, designs that are used by
a Contributor to identify itself or its products or the
associated products contributed to the Open Game
License by the Contributor (g) “Use”, “Used” or
“Using” means to use, Distribute, copy, edit, format,
modify, translate and otherwise create Derivative
Material of Open Game Content. (h) “You” or “Your”
means the licensee in terms of this agreement.
2. The License: This License applies to any
Open Game Content that contains a notice indicating that the Open Game Content may only be Used
under and in terms of this License. You must affix
such a notice to any Open Game Content that you
Use. No terms may be added to or subtracted from
this License except as described by the License
itself. No other terms or conditions may be applied
to any Open Game Content distributed using this
License.
3.Offer and Acceptance: By Using the Open
Game Content You indicate Your acceptance of the
terms of this License.
4. Grant and Consideration: In consideration for
agreeing to use this License, the Contributors grant
You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to
Use, the Open Game Content.
5.Representation of Authority to Contribute: If
You are contributing original material as Open
Game Content, You represent that Your
Contributions are Your original creation and/or You
have sufficient rights to grant the rights conveyed
by this License.
6.Notice of License Copyright: You must update
the COPYRIGHT NOTICE portion of this License to
include the exact text of the COPYRIGHT NOTICE
of any Open Game Content You are copying, modifying or distributing, and You must add the title, the
copyright date, and the copyright holder’s name to
the COPYRIGHT NOTICE of any original Open
Game Content you Distribute.
7. Use of Product Identity: You agree not to Use
any Product Identity, including as an indication as to
compatibility, except as expressly licensed in another, independent Agreement with the owner of each
element of that Product Identity. You agree not to
indicate compatibility or co-adaptability with any
Trademark or Registered Trademark in conjunction
with a work containing Open Game Content except
as expressly licensed in another, independent
Agreement with the owner of such Trademark or
Registered Trademark. The use of any Product
Identity in Open Game Content does not constitute
a challenge to the ownership of that Product
Identity. The owner of any Product Identity used in
Open Game Content shall retain all rights, title and
interest in and to that Product Identity.
8. Identification: If you distribute Open Game
Content You must clearly indicate which portions of
the work that you are distributing are Open Game
Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this
License. You may use any authorized version of
46
this License to copy, modify and distribute any
Open Game Content originally distributed under
any version of this License.
10 Copy of this License: You MUST include a
copy of this License with every copy of the Open
Game Content You Distribute.
11. Use of Contributor Credits: You may not
market or advertise the Open Game Content using
the name of any Contributor unless You have written permission from the Contributor to do so.
12 Inability to Comply: If it is impossible for You
to comply with any of the terms of this License with
respect to some or all of the Open Game Content
due to statute, judicial order, or governmental regulation then You may not Use any Open Game
Material so affected.
13 Termination: This License will terminate
automatically if You fail to comply with all terms
herein and fail to cure such breach within 30 days
of becoming aware of the breach. All sublicenses
shall survive the termination of this License.
14 Reformation: If any provision of this License
is held to be unenforceable, such provision shall be
reformed only to the extent necessary to make it
enforceable.
15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000,
Wizards of the Coast, Inc.
System Rules Document Copyright 2000
Wizards of the Coast, Inc.; Authors Jonathan
Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson.
Chronicles of Anyaka: The Heart of the Home;
Copyright 2003, Sodality, LLC.
Fire snake from the Tome of Horrors, Copyright
2002, Necromancer Games, Inc.; author Scott
Greene, based on original material by Michael
McDonagh.
Golem: ice golem from the Tome of Horrors,
Copyright 2002, Necromancer Games, Inc.; author
Scott Greene.
Minions: Fearsome Foes Copyright 2001,
Bastion Press, Inc.
Open Game Content from The Penumbra
Bestiary Copyright 2003, Trident Inc. d/b/a Atlas
Games; editor Michelle A. Brown Nephew.
Dungeon Crawl Classics #19: The Volcano Caves, by Luke Johnson, copyright 2005
Goodman Games (contact [email protected], or see www.goodman-games.com)
Max: ______
Tch: ______
Will Save
Ref Save
Fort Save
Grapple
Ranged
2nd Hand
Melee
BAB
Copyright © 2005 Goodman Games. All rights reserved. Permission granted to photocopy for personal use only.
www.goodman-games.com
Modifier: __________
Charisma
Modifier: __________
Wisdom
Modifier: __________
Intelligence
Modifier: __________
Constitution
Modifier: __________
Dexterity
Modifier: __________
Strength
FF: _______ Nonlethal: ______
Hit Points
AC
Spell Save DC
XP
Speed
Initiative
Alignment
Level
Race
Class
Character’s Name
Player’s Name
Languages & Notes
Skills & Feats
Spells & Special Abilities
Equipment & Treasure
© Copyright 2004 Goodman Games. Permission granted to photocopy for personal use.
Dungeon Crawl Classics Character Record Sheet
48